No NBA Player or Roster Editing in NBA Live 16 Confirmed
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Re: Player Editting in Live 16?
Again not excusing this just pointing out some things#1 Laker fan
First Team Defense !!!Comment
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Re: Player Editting in Live 16?
Now that I agree with, back in my day I was the "myplayer" when I went to an actual gym to play ball, or joined a rec league, never really enjoyed playing with a character that's supposed to be me in a video game, but its popular now got to live with it.Comment
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
SpoilerCome on guys. I understand that this community especially is known for their dedication to carefully look at sliders and tendencies and accessories to try and make these games play better.
But you guys are acting very poorly to keep this interaction with these devs at this level of involvement.
I guarantee that if they do release gameplay footage and it plays well you'll all be back on the hype train.
Let's see what they have as a game first.
I haven't played live since it came back out, I'm not a fanboy so don't think of if that way.
But Mr price and wtf have been very patient with us and answered more questions than the competition has at this point.
I'm still holding out for gameplay.
It's not really any different from you discussing issues in the manner that you do in the other forum....did you think the grass was that green over here that issues weren't brought up? This is something the guys that have been playing the previous installments have had to deal with going on 3 years now....it needs to be spoken on.
This is a good point. If the game plays well on the court and there are frequent updates to reflect roster movements and play progression/regression then I think most people can deal with the omission, however if roster updates are inconsistent then this could be a big miss.
I think Rafael said it best. Updated rosters in themselves are only half the battle. Even if Synergy picks it up this year and updates on time there are many other aspects tied to it as far as playing the way you want to play. You look at how many uploads there are on games with sharing features....I don't think that it's so much of a niche thing as some think...a lot of guys, even casuals make tweaks.
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Re: Player Editting in Live 16?
Because that's what people mostly play now a days . I'm not making excuses for them but online play is a priority . You got famous you tubers and twitters (tweeters) considering the game because of the pro am. What if they left off pro am and just added editing options. Who the hell would buy the game outside of a few.
Again not excusing this just pointing out some things
The highlighted part of your statement scares the hell out of me, because it is basically saying no one would buy a NBA game just for the NBA part of the game. Looking like my gaming days are numbered.Comment
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
I haven't purchased Live in years, I play the other game, but it takes at least 5 years to have a fully functioning realized game. You have to give this Dev team some time and pray they don't uproot the team at the first sign of trouble cause you might have to go back to the drawing board again. If you're a Live fan, you have to exercise patience.
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
You guys have myself, price, and a slew of others who know what a big deal this is, and keep it at the forefront in out discussions.
This year, a ton of resources were spent on the new modes. It doesn't necessarily mean that they didn't listen, but moreso didn't have the time to get in implemented right.
It was mentioned earlier, but outside of OS, Crew and Myplayer type modes are a huge driving force.
Download the free demo, take the gameplay for a spin though. I think guys will be pleased with the gameplay. It's not a "fix" for the desire of editing, but the need to edit as much won't be as big of a deal as it would have been in years past. Same with playbooks. Some of the interviews mentioned the team specific playbooks.
All of the things that they did add, will add up to a really nice game of NBA basketball.Twitter - WTF_OS
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
I know you guys got us WTF....you know I'll be checking in with you about some other things soon too, lol
I personally still plan on getting the game myself, just disappointed....thought this was a no brainer this year...
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
Tell this to the shareholders. Live barely sells. How much money can EA keep dumping into this side project called NBA Live, and see little returns. This series is a money sink. Going by VGChartz (not the end all be all):
Combined sells of Live 14 & 15 = 560,000 copies
Combined sells of 2k14 & 2k15 = 11.88 mil
If the same numbers were to apply to this year(from 15) for the 16 series, Live would just be under or close to 1 mil combined, while 2k would be closing close to 20 mil.
Yes we as NBA gaming fans, and specifically Live fans patience has run out, or been overlapped with new 3 yr plans, and apology letters. Wishlist items still haven't made the cut, and they've been on multi yr wishlist threads.. beyond ridiculous.
This year will be a telling year for this series. EA knows they have to get this game in as many hands as possible, so they can get to your wallet with LUT transactions. I doubt will see much advertising for this as a cost saving maneuver, and as always I will def demo and play that for my Live fix if that.Last edited by noshun; 08-14-2015, 12:26 PM.NBA Live is the epitome of Cancel Culture..
Originally posted by Dounte/MLBNFLNBALGSI'd be the first to call myself a hypocrite.
"Just know no matter who you are, the right system could turn a role player to a superstar." - Joe Budden
All Pro Football 2K8 Uniform CodesComment
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
I don't necessarily believe this had anything to do with lack of time or resources. If it was hard to implement, it wouldn't have been in the game for 15+ years. For some reason, EA wants us to rely on them for roster updates/changes of any kind. It's like they don't want us digging around in their grounds. I'm curious to know the reason.
I'm disappointed. It's not a game breaker, just really limits our experience with the game. If I want to play a game with Kobe and LeBron on the same team, I don't have the ability to do that. As a gamer, those fictional, what-if scenarios are at the heart of the entire experience! Come on EA. This is BOGUS.PSN: rose2kobe24Comment
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
It's not really any different from you discussing issues in the manner that you do in the other forum....did you think the grass was that green over here that issues weren't brought up? This is something the guys that have been playing the previous installments have had to deal with going on 3 years now....it needs to be spoken on.
I think Rafael said it best. Updated rosters in themselves are only half the battle. Even if Synergy picks it up this year and updates on time there are many other aspects tied to it as far as playing the way you want to play. You look at how many uploads there are on games with sharing features....I don't think that it's so much of a niche thing as some think...a lot of guys, even casuals make tweaks.
Sent from my iPhone using Tapatalk
Mr price actually took time to answer my questions the other day. That meant a lot.Comment
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
Tell this to the shareholders. Live barely sells. How much money can EA keep dumping into this side project called NBA Live, and see little returns. This series is a money sink. Going by VGChartz (not the end all be all):
Combined sells of Live 14 & 15 = 560,000 copies
Combined sells of 2k14 & 2k15 = 11.88 mil
If the same numbers were to apply to this year(from 15) for the 16 series, Live would just be under or close to 1 mil combined, while 2k would be closing close to 20 mil.
Yes we as NBA gaming fans, and specifically Live fans patience has run out, or been overlapped with new 3 yr plans, and apology letters. Wishlist items still haven't made the cut, and they've been on multi yr wishlist threads.. beyond ridiculous.
This year will be a telling year for this series. EA knows they have to get this game in as many hands as possible, so they can get to your wallet with LUT transactions. I doubt will see much advertising for this as a cost saving maneuver, and as always I will def demo and play that for my Live fix if that.Comment
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
EA's stock is at an all time and will continue to rise after Battlefronts release. I could see Live 16 selling a million copies this year. Lots of positive feedback from around the internet and lots of people wanting them to succeed. Even if Live doesn't sell a million copies, I could see EA doubling the resources for the game because of the large market of the NBA.
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
Here is my take on all of this.... EA's deal with synergy doesn't allow them to put editing in a game. That's the only reason Live doesn't have editing. It's not that it's hard to do its because Synergy won't let them. Madden has editing, 2k has editing, PES has editing, WWE has editing, heck even a small company game like super mega baseball has editing...... I don't think it's something they can't do technically I think it's something they can't to contractually. That's my own opinion on this whole mess.. Disappointed, very very disappointed.It's 'Sconnie not wiscy!!!!!Comment
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Re: No NBA Player or Roster Editing in NBA Live 16 Confirmed
Disappointing news and I won't buy because of this, but I'm sure Pro-Am and online play is a much bigger selling point to the general gaming community than roster editing. I think our community would be happy with that over Pro-Am, but we're just a minority of gamers.
Also, before y'all shade the Devs too much, I posted this in a Madden thread a while back, still relevant.
Taken from a former developer onreddit a few weeks ago.
As a former developer, there's a lot of things I wish gamers knew. Here are some of those things...
Game engines help, but every game is essentially made from scratch
Game Engines like Unreal and Unity can reduce the load, but they also add a layer of complexity to your codebase, and some walls that you have no ability to customize. Ever wonder why so many UE 3 games feel really similar? Because making changes to some of those base elements was considered too costly for the development team to do. (Read as: someone would need to completely read, understand, and extend the Unreal Engine without breaking EVERYTHING)
Code and assets can be shared between projects, and occasionally teams. However, usually enough time has passed between when the code was poorly written at 2 AM to meet a deadline a year ago that nobody really remembers/knows why it was written that way. Time to rebuild it and reinvent the wheel, or ignore it and hope there isn't a bug.
Think this is only reserved for ****ty developers? It isn't. Unless a dev team has all of its original members, with all genius-level brain capacity, and none of them ever took a break from developing they will not remember what everything does, and waste time relearning stuff and integrating it into a new game.
Better graphics = higher budget
Everyone is loving those new Unreal 4 screenshots. So realistic. Did you know that Epic Games spends months with a large team just to create each demo? And the demos are usually one-and-done scripted scenes to prove out a concept, not a complete game.
Ever wonder why so many games have been getting released in a semi-broken state? Because many studios are not committing the correct amount of time and resources to provide the content at advertised quality. Development is far more expensive and time consuming than you could ever imagine.
A common phrase for developers is:
“The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time”
One feature change/addition can require several hundred hours or more of testing
Large AAA studios have QA teams that outnumber the dev team, usually by a large margin. Any time the code is changed you have 3 possible outcomes:- The game is broken, everyone stop working and find out why
- The game MAY be broken, upwards of a hundred people need to be mobilized to retest absolutely everything in the game
- Just kidding, there’s only 2 options. Stop dreaming.
You may think additions to the pause screen would be a quick change with no consequences on the rest of the game...until it breaks the game. You may think the player customization should have no effect on the final boss battle…. until it breaks the game. You may think an artist can add content to a level with no adverse effects….until it breaks the game. Starting to get the idea? I’ve seen development come to a halt for the most trivial of changes that you would be shocked any game was ever finished.
Game studios are like group projects in college
Remember all those fond memories you have of getting assigned into groups in your English 101 class? Remember how awesome it is to do group projects? Game development is like that. It is EXACTLY like that. Imagine a group project where 5 people need to write sections of a creative writing assignment in a Word document together. That’s EXACTLY like game development assuming some of the members are not native-English speakers.
Sometimes a game is a failure because of poor management. You would be surprised how many talented and passionate people are in the industry. Poor management can ultimately sink a talented team almost every time.
Every game is just smoke and mirrors with known defects when it's shipped
I remember a simpler time, before I began my game development career, where I bitched about developers failing to add accurate collisions to character props, or pieces of trees, etc. I remember complaining about the lack of realism in character faces, or hair, or anything. Guess what? Almost none of those things I mentioned are created or placed in a game by programmers. These things will almost NEVER be right no matter how many developers you throw at a game, or how long they develop. There are usually so many higher priority problems with a game at the end, that spending time on these minor issues is viewed as a waste of money, time, and energy.
Artists and designers generally spend the end of a development cycle by figuratively putting rugs over the cracks in the floor, and hanging paintings over holes in the walls. This is called polish. Great artists and designers can sometimes make a mediocre game feel nearly perfect, but it’s all done at the end, and only if there is time and money for it. The work done here is what people praise more than anything, and is the least important and poorly planned part of the project.
No game has ever finished early
No game has ever finished early. There just isn’t enough time to fix everything. If you gave a development team hundred years to make a game, they would take a hundred years and complain about running out of time at the end. The reasons for this are varied:- Developers generally schedule the project based on the amount of time allowed in an attempt to maximize the output from a team
- Nothing ever goes exactly to plan, leaving management with a load of tough problems to solve, and pushing the team past internal deadlines
- As the complexity of the project increases, the difficulty and time involved with testing and fixing issues increases disproportionately. You have to test the combination of features as well as the feature by itself on the off chance that some edge case bricks the game.
- Given more time, developers unleash their ambitions and elect to make larger and more complicated systems with more attention to detail. Nobody ever says “Ok, I think we have the perfect ___.” and never looks at it again.
No developer is scamming you to get your money
Game developers love their jobs. They’d have to or else they would be suicidal. With the amount of training and knowledge required to be a successful developer, there are about a thousand other jobs you could take that pay better, and give you less stress. They want to be universally successful, entertain the masses, and be recognized for their work. This is not an environment where people want to half-*** something for the sake of a paycheck.
The reason some of these games end up being ****ty is usually because of investors, publishers, and MBAs. These people are not developers, and they view the development cycle as a business investment. They do not make decisions for the love of the community, they make decisions for their bottom line. Unfortunately, the larger a game budget needs to be, the more important people like investors and publishers become. By pushing things towards high-end graphics, the consumer is forcing non-developers into the process, and destroying their own games.[NYK|DAL|VT]
A true MC, y'all doing them regular degular dance songs
You losin' your teeth, moving like using Kevin Durant comb
Royce da 5'9"
Originally posted by DCAllAmericanHow many brothers fell victim to the skeet.........Comment
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