JaoSming wrote:23, a moderator at OS told me that the 50 player CAP limit hasnt been raised
JaoSming wrote:23, a moderator at OS told me that the 50 player CAP limit hasnt been raised
Quote: Originally Posted by Supersonic_BR
So over 90 throw backs and alternative jerseys, that's about 3 per team. I don't know, i think that's little, but at least it's finally there, not complaining.
who said that there wouldn't be any coming later? ....
Quote: Originally Posted by KidHypeTellem
you just want us to wait, and to starve off these low quality vids, left to wonder what it will look like on our T.Vs!
Thanks dude
no, not at all. I just don't want you guys taking screens of videos. They look different than stills b/c you can't actually get them when they're still. Videos, they're always in motion...make sense?
Quote: Originally Posted by Supersonic_BR
Meh, kind of disappointed, most of the stuff on the blog we already knew. Also didn't like that lay-up animation on the alley-oop, that was terrible. And those celtics jerseys are hideous, they do not look like the real thing at all.
That said, loved the dribbling animations.
it was a missed timed alley-oop.
Quote: Originally Posted by RayAP19
In NBA Live 10, by simply holding down a button, your player will start to pull off these moves. Think of it as a way to “charge up” your player. The longer you do it, the better your chance of beating your guy off the dribble when you begin your drive.
=/ That's not sim
Ray, it's the size up mechanic. It works fine, trust me.
Quote: Originally Posted by RayAP19
It's flawed in its basic design... in no way does sizing up longer give you a better chance to get to the basket in real life.
Not going to defend it at this point. We've discussed size ups ad nauseum here. When the demo comes out, try it for yourself my man.
Quote: Originally Posted by blingballa333
Not really what I was expecting from the gameplay blog. We pretty much knew everything that was said in the blog. And I think where the guy is mentioning the "player forcefields" was when Tyrus caught the alley, Ray Ray bounced off of him when he attempted a block. The animations overall do look much improved though.
One more thing, when Rose made that jumpshot, the net barely moved, while when Tyrus tossed the ball in on the alley the net swished like a jumper would. Just seemed wierd.
did you notice the ball hitting the rim then going into the net? Probably the reason for not having a "swish"
As for Ray vs. Thomas -- If you call that a "forcefield," sure -- we do have plenty of contact at the basket animations though.
Quote: Originally Posted by RayAP19
Okay, so obviously it's a matter of the defender making a mistake. That's not what it sounds like in Live 10. It sounds like no matter what I do as a defender, the Size Up will "charge up" the ballhandler even if I don't gamble, stay in the proper position and move my feet correctly.
Please don't tell me my point is moot.
"charge up" was a bad word choice.
It's more of a setup move into a go move. If you're worried about the defender being helpless, don't. Look at the other video of Drose ripping Rondo. Plus, as a manual defender you have a few choices --- gap him while he's doing a size up, get up close and gamble for a steal risking him blowing by you, get up close and play solid d by moving your stick in whatever way he moves.
Quote: Originally Posted by aholbert32
Rose's is off then. He has some arc on his shot. That was a line drive imo.
HA! Wait until you see Kobe. Rose's arc is fine. Wang's the biggest Bulls fan in the world and saw his arc that we assigned him. You'll see in his jumpshot.
Quote: Originally Posted by Canthony15
I love what EA is doing with the game this year at least the game is showing improvement instead of going downhill.
As an elite basketball player these sizeup moves look very good and are definetly a key part in how an offensive player blows by his man if done right it could be a vital part of the game.
Just one question though in real life a good defender might guess wrong when reaching for a steal but his recovery time is much better than that of a bad defender, basically depending on who you are playing defense with is there any sort of reaction time or anything like that?
yes. Blowing by someone isn't automatic. It's all about matchups and the moves you do to try to get around someone.
Quote: Originally Posted by michaeljordanjr
Speaking of real NBA. Do you ever foresee a commercial for NBA Live where you first show a real life NBA possession in motion and side by side put your game up and people can't tell the difference?
We were just talking about this yesterday lol
Quote:
I love os. full depression lmao. Hey Marcus are you going to have a otp team so my squad can beat yours at your own game ? lol
OH SNAP!! We will have the "NBA LIVE FIVE"
Quote: Originally Posted by 23
Since the blog today covered the same thing as yesterday are you able to answer some of those guys questions that you were leaving to Mike or is it still the same?
Mike will answer them my man.
Quote: Originally Posted by loudone
Hopefully aimless swiping gets fouls call more often.
it does..lol
Quote: Originally Posted by navyboy09
i love it...from the dribbling to the crossovers to the fadeaway. It just seems like ea made sure that everything that needed fixed in 09 was fixed for live 10 with some extra additions that they haven't even told us yet. So far this is looking like the best live ea has ever made.
Now lets just hear about some OTP and how yall made that better cause i pretty much only play otp in 09 and nothing else. Hopefully live 10 will have me playing the dynasty this year cause in 09 it was wack in my opinion with no depth and too easy even on the hardest difficulty.
Speaking on the cpu being too easy in 09...marcus will the computer have better AI in live 10 and actually give us a challenge???
the ai puts up a strong fight this year. In fact, most people were finding it too unforgiving and kept complaining to me that it was too hard. I think we found a good balance. If you execute properly, you'll find success but I guarantee that every game will be a challenge.
Quote: Originally Posted by thesniper321
Hi beluba I want to know will we be able to pin dunk or layup attempts off the backboard?
I've seen some great backboard pins in my games. It's rare but when you get them they're so gratifying.
Quote: Originally Posted by authentic24
Hey beluba I know this isn't really your area but what's up with rudy gay being so dark? And can that be fixed or is it too late? Just wondering?
Gay's skin color can't be changed at this time. BUT -- keep in mind the lighting that the screen was taken in. Remember the Rose fiasco? Remember how I posted another Rose pic and his skin tone was lighter? that's just because he was in an arena with brighter lighting. Player's skin tones will look different in the different lighting we have in the game.
Quote: Originally Posted by 23
Are we able to assign different dribble moves to certain players if we want to edit them..or even CAPs?
Sort of. The dribble package you get is a function of your size, speed, and dribble rating. So playing with the ratings will construct your dribble package. The signature size ups are for certain superstars only and can't be assigned.
Quote: Originally Posted by HoosierDaddy
Marcus, who will be doing the next blog and regarding which topic?
I'm at home so I don't have the schedule with me, but I think it's Mike again.
Quote: Originally Posted by authentic24
with the sizeup moves and the quickstrike can i mix and match like start with a sizeup then a quickstrike back to a sizeup so on and so forth?
Yep. It's one of the things I like best about our new dribble system. You can mix and match, go back and forth seamlessly between right stick moves, locomotion, and size ups. It's a pretty comprehensive move set and you can pretty much recreate anything you see on tv.
Quote: Originally Posted by HoosierDaddy
Will there be tutorials in the game that provide an in-depth look for things like this? Just curious..
Nah. We don't want to put da czar out of work. Haha
Quote: Originally Posted by Greene_Flash03
Hey Beluba, I just want to say great job so far! Love the gameplay improvements in Live 10.
Quick question, did you guys add any mid-air animations this year? For example, a player goes for a lay up then decided to pass...Does he do a special pass animation in mid air? or still default over the head pass animation still?
I like driving in the lane with a guard and drop the pass in the paint to the big guy for the flush...I hope this is in Live 10.
you'll get unique dish off or kick out passes if you break out of a dunk to pass the ball. You have to pass out before your guy is completely airborne though.
Quote: Originally Posted by marcoyk
Eww, please don't tell me that Ray Allen and Rondo are going to be wearing green sleeves in Live 10. Is it too hard to make an option for white sleeves at home and black sleeves away?
We have two options for colored accessories:
Team = go with the team color at both home and away
Black = self explanatory.
Which do you prefer? If I put team on Ray Ray, he'll at least have white somewhere.
Originally Posted by RayDog253
Though freestyle passing sounds like it might be a lil difficult to pull off.
It's not at all. After a game it will become second nature. And once you get used to it... there's no going back.
Originally Posted by Stumbleweed
Did you guys keep the "hold icon button and make multiple quick passes" component from Live 09? That really helped ball movement and is a good fall-back for people who don't like or aren't used to the new direct passing.
Yes. that functionality still exists.
Originally Posted by blues rocker
Hey Beluba...The new "direct pass receiver control" sounds like Live's version of 2k's "icon lead passing"....is this correct? I asked you if Live would incorporate something like icon lead passing..you told me that you might - is this "receiver control" what you were referring to. It seems quite similar in its function.
I have some concerns about this receiver control however. When you hold down the left trigger and then hold down the receiver's icon button, is there a delay before you actually have control of the receiver, or does the receiver control kick in instantly?
I'm also not clear on how freestyle passing works. do you actually click down and hold on the left stick to activate it, then you use the right stick to pass? is this correct?
If you use the right stick to pass, how exactly does it work? Like if you have a teammate on your right that you want to pass to, you flick the right stick to the right and it will pass to him? i can see this being problematic if multiple teammates are bunched together and you want to pass to one of them - the game might not recognize which teammate you want to pass to and it may result in the pass going to the wrong player.
It's similar to icon lead passing in 2k but 100 times better. It's one of my favorite new mechanics in Live as it gives you complete control over your receivers and is incredibly easy to do. and no, you have control right away. There's no delay.
Regarding freestyle passing, there was a typo in the gamespot preview, it works by holding the icon pass button (LT or L2 ps3) not left stick. So basically when you're holding down direct pass, you're in passing mode and your right stick becomes a pass stick. It's like robotron, the direction you move your right stick is the direction of the pass.
Originally Posted by RayAllen20
Man NBA videogames are just awesome. Competition you can tell if forcing the Live and 2k devs to put so much effort into their games. Hopefully Madden and the Baseball games can take some notes.
Anyways, Beluba if Im playing a game will I be able to have great passes? Not one video game has ever had good passes in a game. I feel like this could be the first. For example will I be able to throw a bullet between two defenders to find one of my teammates going backdoor for a dunk? Would make me send my money too you right now. Also any flashy passes like behind the back or no-looks? Not too big of a deal but would be sweet.
there's no shortage of highlight passes in this year's game. That was actually the original intention of the freestyle pass feature. At one point every pass was a behind the back or no look. The actual mechanic just felt so good that we opted to turn it into an all encompassing passing stick. But regardless, freestyle passing is still the best way to get a flashy assist.
Maybe the biggest improvement to the passing game though is the offball movement of your teammates. They move with a much greater sense of purpose and do a better job at capitalizing on cutting to open spots. It really opens up the floor and makes for much more interesting basketball.
Originally Posted by 23
You sound really ecxited about the passing...Does it work correctly in context to big men... like being a good passer but not super flasy...ie Shaq
Yes. The bigman pass assets are contextually correct.
Originally Posted by michaeljordanjr
It's great you can pick which side to lay up on but if defenders warp towards you there's no relevency to picking a side. The defender should pick a side to jump to and if it's wrong no block and no warp.
you make the decision to finish to a side based on where the defender is playing you.
Originally Posted by pbz06
i'm sure a lot of teams have very similar "templates" for offenses...basic motion offensive sets with various screens etc.
but i think, based on what we heard, there will be a lot of team specific plays. How deep those are and how many? we shall see.
I do know that the triangle is very complex and flexible with many options to adjust to the defense and certain matchups...
I'm seeing the number of plays in the high 400s. Some are shared, but many are team specific (actually have the team name in the play). All are 100% authentic plays. We put a lot of work into this.
Originally Posted by koolaszkidd
and to any devs i noticed in the gamescom vid that the ball never hit nothing but net on a jumper every time it touched rim in some way thats very cool and realistic but i want to hit nuttin but net somtimes to hear dat swoosh does dat happen at all
absolutely my man.
Originally Posted by Jano
Lol Playmakers I knew you would be excited about the amount of plays this year.
I just hope that this years game doesn't require as many edits from you as in years past that would be a huge disappointment to me.
But by the way Steph and Mike are talking about the game I have a feeling only some minor tweaks will be needed.
one edit i recommend making... move the FT difficulty slider down by 10-12 ticks when you get the game. At default, free throws are too easy unless you're sitting really far away from your TV. But for some reason, a lot of people struggle with the timing, so that's why it's set the way it is.
Originally Posted by mvb34
So FTs are going to be too easy online again??
No they should be straight online. The little bit of latency makes free throws challenging enough from our tests. It's easy to patch though if people are reporting it's too easy or hard when the game ships.
Originally Posted by blues rocker
Hey Beluba - I was reading the IGN hands on preview and I'm concerned with their description of the "direct passing receiver control". The bold part of the paragraph below is what bothers me.
"Probably the biggest change to the core gameplay is direct-passing. This oft-used mechanic is now toggled to the left trigger. Press and hold it and you'll get the usual icon passing that you're used to. Instead of just being able to dish the rock to your favorite star with this mechanic, you'll now be able to hold their button and take direct control of them yourself. If they're too far away to make a pass, just hold the appropriate button and bring them closer. My one gripe with this was that there was no real way to make a quick scoring cut to the basket. Dishing a player the ball and having him launch a quick shot before the defense was back on him just didn't seem possible in the preview build I was playing. I'd rather it be contextual so the player would realize that he's getting closer to the basket and have a sense of urgency when he gets the ball."
This new feature sounds like Live's version of 2k's "icon lead passing" where you can direct the receiver to cut in a certain direction as you pass to him. I'm glad Live has finally added something like this, as icon lead passing was my favorite part of 2k and really made passing very fun. However, I'm not happy with what IGN reported about the slow responsiveness of this feature in Live 10 (in bold above).
2k did their icon lead passing the right way by having the receiver make a FAST, HARD cut (by default) in whatever direction you told him to. In 2k the reciever always cuts with a quick burst of speed as soon as you pass to him - this allows you to direct the receiver in a quick, responsive way and get him to open areas as fast as possible before the defense can get to you.
but after reading IGN's description of Live 10, it sounds like Live's "lead passing/receiver control" is sluggish and the receivers don't make FAST cuts like they do in 2k. Can this be fixed in time for the game release? This feature was the one I was looking forward to the most, but if it's not done properly and the receivers make sluggish cuts, then the feature is basically worthless and I may have to think twice about Live 10.
To remedy this I would just make it a default for the players to automatically make a quick cut every time you use this passing feature. That way if you want to direct a guy to cut to the hoop for a layup, he will cut fast like he should in real life, as opposed to casually jogging to the hoop only to be stopped by the defense because he moved too slow.
Don't sweat the preview. They were just scratching the surface with the feature. You have COMPLETE control of the receiver when you hit his face button, so you can move him around as fast or slow as you want for as short or long as you want. Believe me, it blows away any icon passing feature in any game.
Another thing guys -- you're seeing gameplay videos of NBA LIVE 10.
We've shown you them ourselves and you've seen these. Not trying to compare, start a war or anything like that, but when our competition does this, let me know. In my opinion, they'd be crazy to show 3 minutes of unedited game footage like we're going to do this week. Why? Because there is no doubt that you'll see alot of stuff you don't like. Why is that? That's video games folks. Halo's sword was so powerful, Grand Theft Auto IV sucked walking around / camera, Madden didn't have hand towels for quite a while, and NBA LIVE 10 doesn't have Kobe's Free Throw routine. LIVE 10 will not be perfect, a will have problems that you guys won't like. BUT - LIVE 10 is a very good basketball game that if given the chance, you'll discover the depth and fun that's in the game.
And then just think about the videos you all are seeing from Germany. They're not HD, they're being played by guys who have never played the game before, don't know the revamped controls. You combine these two, and the videos were setup to fail. This isn't a knock on the guys at all, but our game has a learning curve this year. Anyone can make this game look bad if you don't know what you're doing from the controls side. If you do something wrong in LIVE this year, it's your fault.
We showed you gameplay because that's the most important thing to you guys. We could've continued to put trailers together showcasing cool moments in the game, while focusing on one player or matchup and leaving out the off ball movement, etc for people to nitpick at. We didn't. We feel confident in our game enough to show you guys the full thing. We know you're not going to like everything, but we know the informed guys will notice huge differences from last year to this year.
Demo is coming shortly, let us know what all of you think then for sure!
Originally Posted by The_Blueprint1983
@stephensonmc
People think that everything in live 10 gameplay and animation wise are totally new, Can you as a Dev say that you guy's didn't use or keep old animations from Live 09.
Whats your opinion about how Live 10 stacks up to what 2K10 is doing.
Mike will have to answer that for you. I have my thoughts, but he's the guy who would do your question justice.
As for my thoughts on us vs 2K? That's for you guys to decide. I'm extremely confident in our game, and what we're delivering this year from an overall package perspective. I think our game is night and day compared to what we have been doing and this won't be your "typical NBA LIVE" this year.
Originally Posted by ai2k2
Mike Helped Program 2k from 2k6 to 2k8 left around 2k9. These modifications are expected. He is the LEAD Gameplay designer for Live 10. It's impossible to think he was going to add brand new things for everything. Somethings 2k does are just logical and should be in every bball game. Just expanded on if you ask me and that seems to be what's being done with Live 10. I can't wait for Oct. 10th... Waiting on some 2k10 information as well. Want to see what's in store.
Exactly, it's not like I'm stealing my own ideas... not even sure that's possible. But I was pretty happy with some of the stuff I put in 2k and it only made sense to bring them to Live. Also, even though some of the ideas sound similar on paper, in practice they're quite different. And in many ways, what you guys will experience in Live 10 is the realized vision for what I attempted to do in 2k the first time around (like some of the new passing mechanics, size-ups, and offball movement/controls for example.)
With regard to pick & roll controls. Being on the B button is pretty much the only thing it shares with 2k. The reason for moving it there was because we wanted to free up the left trigger for the new pass mechanics. Some of the improvements to pick & roll control are as follows:
- Ability to manually choose screener
- Ability to set and call for offball screens
- Ability to toggle between roll or fade at any time (no longer bound to the animation)
- Ability to release screener at anytime (total control over slips & slow rolls)
- Ability to rub/brush your guy off a screen. Last year if the pre-screen idle didn't kick in, the screen failed
- Ability to lay a guy out with a hard screen
- Illegal screen violations
Originally Posted by Jano
Wow PG's are going to be in full effect this year that is a lot of options.
I can't wait to try all this out for myself, I'm guessing guys like CP3 and Nash are a nightmare to guard this year huh Mike?
You can definitely feel the impact of a strong playmaking PG. Mostly because of the speed advantage and ability to make tough passes.
Funny story... not sure if you guys saw Santos' twitter yesterday. But Baron Davis and his buddy stopped by the office yesterday and I was showing them the game. Baron took his Clippers and was using his virtual self to throw some sick dimes all over the place. It was cool to see that his playing style came through when he was playing the game and I complimented him on his ability to see the floor.
Oh, btw, I forgot to mention the most important improvement of all to the pick & roll game. Now when guys roll to the basket, defensive presence actually matters. Instead of bulldozing their way to the basket through 8 guys, they'll either slow up and slow roll in or get caught in an offball post-entry type battle. Watching guys exploit the pick & roll game last year in the Live 09 All-Star weekend tourney practically made me throw up in my mouth. I'm happy to report that Yao won't be chalking up 60 points on slip screen dunks this year.
iminurbase wrote:Skee.TV / UStream exclusive preview and showcase of NBA Live 10 tomorrow night with a tonnn of guests...
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