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Talk about NBA Live 07 here.
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Thu Aug 17, 2006 12:17 am

looks like this game is headed in the right direction..

Thu Aug 17, 2006 12:43 am

Isaiah wrote:looks like this game is headed in the right direction..


yes
and i am happy about the new dynasty

thank you Andrew for the super report

thx&bye
d.

Thu Aug 17, 2006 12:45 am

i dont know if this game will be amazing in pc vir'.
ther is one vido clip from the pc game to live 07 and its looks like 06.

hope im wrong but...

Thu Aug 17, 2006 12:49 am

cluber77 wrote:i dont know if this game will be amazing in pc vir'.
ther is one vido clip from the pc game to live 07 and its looks like 06.

hope im wrong but...


Did you read the article at all??

Thu Aug 17, 2006 2:18 am

[quote="bigh0rt"][quote="cluber77"]i dont know if this game will be amazing in pc vir'.
ther is one vido clip from the pc game to live 07 and its looks like 06.

hope im wrong but...[/quote]

Did you read the article at all??[/quote]

That's what I'm talking about man, Clubber got it right. I had the same question in mind but didn't want to post it... if that video is what the gameplay will look like then... I'll say it openly - that sucks. No matter what Andrew's preview sounds like - right now I care mostly about what I see.

Thu Aug 17, 2006 3:30 am

kelpie wrote:
bigh0rt wrote:
cluber77 wrote:i dont know if this game will be amazing in pc vir'.
ther is one vido clip from the pc game to live 07 and its looks like 06.

hope im wrong but...


Did you read the article at all??


That's what I'm talking about man, Clubber got it right. I had the same question in mind but didn't want to post it... if that video is what the gameplay will look like then... I'll say it openly - that sucks. No matter what Andrew's preview sounds like - right now I care mostly about what I see.


then you are a superficial guy whatever no offence...
to me the most important thing is gameplay and what ı have read about the gameplay from andrew rewiew is smth good about to come

Thu Aug 17, 2006 3:35 am

Andrew one more thing to ask ya hehe......

okay one more thing that bugged me was that there were rarely blocks on jumpers in last years game and the blocks on the jumpshots weren't registered as blocks.
I know its hard to see wether or not they were registered or not, but are there more blocks on jumpshots like in LIVE 04 and 05?

thnx

Thu Aug 17, 2006 3:36 am

There shouldn't be many blocks on jumpshots, and in Live 05 there were just to many blocks.

Thu Aug 17, 2006 4:20 am

Wow, that was a long post but it was a really good read, good job Andrew. (Y)

But yeah i have to questions...


One is you said the AI was improved but in live 06 there could be 6 secs left and a team is down 2 and they would throw it in and right when the guy catches it he would launch a 3/4 court shot with all that time on the clock. Does the computer play a smart game in intese situations?

and

Was the default game speed good or does it need a tweak? I could never find a good game speed on 06 it was always too slow or too fast.


That trip looks like it was worth it though, you lucky bitch. :lol:

Thu Aug 17, 2006 5:04 am

To be honest, the thing I hated most about Live 06 was the overall "feel" of the game; i.e. how the players moved etc., it all felt very detached from the controller. Many animations would happen too slowly, the walking/running animations looked pretty gimped etc.

I know that EA changes this every year to make the game feel different than the previous year, but it actually has a very large impact on the quality of the gameplay. However, looking at the 07 videos that have been posted so far (for current gen) it appears to be quite similar to 06.

Andrew, what can you tell us about this aspect of the game? Does it play very much like 06 or does it have it's own unique 'feel'?

Thu Aug 17, 2006 5:07 am

From what i gathered...the feel of the next gen live is totally different because of the foot planting...and current gen basically feels the same.

Thu Aug 17, 2006 6:21 am

volsey wrote:There shouldn't be many blocks on jumpshots, and in Live 05 there were just to many blocks.


in Live 05 you had the option of stepping back on a jumper which basically NO ONE knew about. And not the Hop step jump back, but a normal step back a quick one that the CPU does all the time. In a real game if you just dribble up and go straight up 5 out of 10 you will get blocked if an opponent can jump and that's what happened in LIVE 05. I feel that in LIVE there were too many games without even one block on ajumper that is pretty rare in the NBA. you have one or two very game minimum.

Thu Aug 17, 2006 8:27 am

good recap

im definately gonna pick this game up on the first day like i do every year

Thu Aug 17, 2006 9:10 am

Can't wait this game! :( :wink:

Thu Aug 17, 2006 10:03 am

volsey wrote:
There shouldn't be many blocks on jumpshots, and in Live 05 there were just to many blocks.


in Live 05 you had the option of stepping back on a jumper which basically NO ONE knew about. And not the Hop step jump back, but a normal step back a quick one that the CPU does all the time. In a real game if you just dribble up and go straight up 5 out of 10 you will get blocked if an opponent can jump and that's what happened in LIVE 05. I feel that in LIVE there were too many games without even one block on ajumper that is pretty rare in the NBA. you have one or two very game minimum.

I don't remember anything about this stepback jumper, hell I don't even remember if it was in Live 06, either way there were too many blocked shots in Live 05. And barely any of them were blocked jumpshots (as I remember), Ilgauskas would average 5 blocks per game, and most of them were from layups or shots that in real life would be almost impossible to block. And in the NBA there's rarely two blocked jumpshots in a game, some teams only average 4 blocks a game, and I'm pretty sure less that half of those aren't blocked jumpshots. And if an NBA player just runs up and shoots a jumpshot, and the defender tries to block it, 5 out of 10 times the refs will call a foul.

Thu Aug 17, 2006 10:46 am

Wow nice post.. sounds great.. I'm actually tempted to buy it for PC now and buy a controller for my laptop also (i normally just play on PS2)

Like everyone a few questions..i skipped 2006 so if they were fixed there just letting you know why i'm sounding 2005ish

1. Subs during free throws. Have they fixed this to be realistic?

2. Time-outs. Are they used a bit more to the point where teams finish the game with one or no time outs (pending how close the game is)

3. Autosubs. Say you start LeBron at SF but in game you place him at PG. Does the game automatically take him out since he isn't a PG and doesn't start there?

4. Fastbreaks. Do they still stop running on a fast break? You know.. fast break opportunities, but the stupid SG or SF just hangs around the perimeter instead of going to the basket for a easy layup or dunk.

5. Create a Custom Team. Is it possible yet? I still remember it was possible back in NBA Live 1996 for sega genesis.. 4 custom teams we could make back then.. sigh.

Thu Aug 17, 2006 10:53 am

well there was such a thing, cause i was getting frustrated because the CPU would block every jumper i put up there in the beginning,b ut after a while i saw that jst by moving your analog slightly back the jumpers suddenly all were released wel.

The reasons in the NBA there aren't that many blocks is cause players adjust. you agree? so why should you be able to walk up and go straight up with a defender n your fac and not get blocked if the guy guarding you is a good defender?

if you watch an NBA game half of the blocked shots are deflected jumpers and the other half is a lay up attempt.

I don't want mor eblocks period. I want the jumpshot blocks and the blocks in the post at times. In live 06 thse were damn near impossible and if they did happen, the ball went out of bounds heading straight down and wasn't recorded as a block.

Thu Aug 17, 2006 10:53 am

After looking at the new pics on EASPORTS.com of the New Gen Live 07.

I noticed that the faces weren't as detailed as last year, did you also notice that when you saw it first hand?

Thu Aug 17, 2006 11:05 am

Mind you, nba 2k6 has had some of the new features in live 07 already :)

Thu Aug 17, 2006 11:47 am

The X wrote:it sounds like momentum & real physics look to be a good selling point, but it really concerns me when you say that the 360 version's gameplay isn't at the current gen's version at this stage....next gen should be at worst on the same level when released, if not better....I read it in another review that the next gen gameplay wasn't at current gen gameplay yet....I hope that this is remedied before release or I'll be returning the game quickly....


I might not have been too clear there. What I meant was that the Next Gen stage isn't as far along in production; the Current Gen version we saw was closer to the finished product than the Next Gen version on display. I definitely wouldn't call the gameplay of Next Gen inferior to Current Gen. It does an even better job of eliminating the "waterbug" movements and it played really well. As I said, if I could afford an XBox 360 at the moment I'd get one and Next Gen NBA Live 07. As it is, I'll have to stick with Current Gen because I've got too many other debts. :(

The X wrote:by the sounds of it, next gen's dynasty mode looks better, but is clearly the same....I couldn't care for menus, so I'm really hoping that the stats engine is better, otherwise it's just plain disappointing....the reason why I'm concerned is that EA is talking up it's next gen dynasty mode as being deeper, but is it really? I couldn't give a shit about ESPN integration, I've already got Foxtel, so I don't need it....


I don't know if some of the same bugs/stats discrepencies that were in Current Gen last year are in there. It looks to be a bit deeper, I wish I'd had more time to explore Next Gen's Dynasty Mode further but as with the gameplay it's definitely not inferior to Current Gen.

The X wrote:Question to Andrew: you say that Intensity is done differently in 360 version, how so? The current gen version intensity sounded fine. Is it better of just different?


I don't know if I'd say better but definitely not worse; I'll go for different. ;) With Next Gen you really notice the intensity in the fourth quarter of a close game with players realising it's crunch time and giving their best effort. That's not to say it becomes ridiculously hard or a battle of supermen though.

The Hitman wrote:What system do you play Live on???


PC.

bigh0rt wrote:Do the arm/leg bands this year have any depth to them, or are they simply textures again? I certainly hope it's the former. If not, God I hope this year we can figure out how to make them look more realistic.


On Current Gen, about the same as NBA Live 06 I wouldn't say they have the "painted on" texture look but it's nowhere near Next Gen. On Next Gen, they're clearly not a part of the player's body. Both the jerseys and the accessories are seperate models and not just part of the body textures.

Plyrically wrote:How are rim physics in next-gen? Did you happen to see numerous animations? In-and-Outs? B/C last year the was only one "swish" animation, and probably another 1 or 2 for the ball going in..


I did see more animations than a simple swish, yes.

k083 wrote:I'm curious about the rim physics as well. From some of the videos I've seen, freethrows are no longer a simple swish; the ball seems to clank off the back of the rim and there seemed to be more bounce animations. How are the rim/net physics on regular jumpshots? Are they always a nothing but net swish 90 percent of the time?


I did notice some bounces.

k083 wrote:Speaking of regular jumpshots, does Kobe have his own jumpshot in the current gen game? (Not FSS Turnaround)


He sure does, looked very realistic too.

tempo wrote:andrew is the bugs to do with scoring in the paint still in this year? by that i mean the following:

- point guard just standing in the paint over 5 seconds and then scoring.
- getting called for an offensive foul in the "no offensive foul circle" under the basket.
- being impossible to black when laying it up under the basket.
- alley oops hitting off the back of the backboard.


1. I didn't see that happening very much, fortunately. Point guards still penetrate but it's not like last year where they walk into the lane or bump their way to the basket for an unstoppable layup.

2. I didn't see that happen either but I couldn't rule it out. It's one of those things that appeared to be fixed but I obviously didn't encounter every scenario in a couple of hours of playing the game. I can't be 100% certain of that just yet.

3. I'd say not impossible but certainly difficult especially when the offensive player uses the rim as a shield against the defender...but that's how it should be anyway.

4. It'll happen if you throw them poorly. We can specify who we want to lob to so there should be less of that happening if you time it right and throw it to the right person. Players go straight up for lobs more often as well which cuts down on the behind the board alley-oops.

Vytenis wrote:1. What was The main goal in NBA Live 07? (in NBA Live 2005 was All-Star Weekend, in NBA live 06 was freestyle superstars)
2. How about the net animation? (in NBA Live 2005 and 06 was terrible)


1. I'd say authenticity. Removing the arcadeish elements of FSS seen in NBA Live 06 and giving the gamer a more realistic experience.

2. Much better this year.

Raptorel wrote:1) How is with this weight thing? I mean, is there a difference between a 270 lbs player with 50 strength and a 150 lbs player with 90 strength? What would the difference be? The 270 lbs player will get less banged up in the lanes while the more stronger player will be able to back down his defender easier? Or there is no difference at all? What if the two players collide?


The heavier player would come off better in the collision. Strength ratings are still important of course but a player that's 270 pounds is going to effectively get in the way of someone who's 150 pounds, even if the smaller player has a better rating.

Raptorel wrote:2) Is there such thing as season fatigue or the fatigue is being reset after every road trip/home game?


Yes, there's on-going fatigue that you can reduce by scheduling days off. More grueling parts of the schedule will noticeably take their toll. There's graphics and info screens to monitor that.

Raptorel wrote:3) Is the height any advantage in rebounding? I mean, if I have a 5'11 player with 99 off reb rating battling a 7'1 player that has a 20 def rebounding rating, with the sliders either on default or properly set, who would usually win the rebound?


There's still an apparent size advantage but good rebounders will be able to hold their own.

Raptorel wrote:Also, who do you think will be more likely to block a 6'5 guy? A 7'0 guy with 20 block rating or a 6'3 guy with 59 block rating?


The 7 footer would have an easier time disrupting the shot even if he doesn't block it.

Raptorel wrote:4) What does team chemistry does as a matter of fact? What does it influence? It influences team's ratings (that is, each player's ratings like offensive awareness, defensive awareness and such), or it not, then what does it do in terms of gameplay.

After all, team chemistry is made by the player playing the game, if I want to pass to Wade with Payton, and suppose they are not very good friends to say the least, then he's just going to pass the ball and that's that

The chemistry factor I don't think is much more than a player demanding to be traded or not, and if so, then what if you don't want to trade him? What happens to that player? Will his ratings drop and his value drop on the market or it's just some text "simulating" a real thing feature?


Team Chemistry will affect success, the likelihood of signing/re-signing players and how well players perform. If a player is unhappy it will affect the overall chemistry of the team though obviously not as much as if half the team feels unhappy with the current situation. You're more likely to lose unhappy players or be able to sign players who are unhappy on their current teams. Getting rid of unpopular players will also help chemistry which is better for the team's success.

Raptorel wrote:5) What kind of in-game dunks did you seen that were different than in NBA Live 06? Did you see a one-legged windmill ala Rodney Carney or Andre Iguodala? Or a 180 off one leg? Because I think there are some basic dunks that are just missing from the game...


I didn't notice any of those, I did notice a few more generic/simple dunks which was nice.

Raptorel wrote:6) Are you telling me that generated rookies will actually be called by Marv and Steve with their surnames? No more "nr. 5 makes the basket" but "George makes the basket?".


Yes.

bluesteel wrote:But i'm really confused. You said that FSS abilities is switched from one to another by pressing down the right analog button which you identified as the R3 button. But you also said that backing down on opponents is also done by pressing down the right analog stick.

So which is which sir?


I'm talking about two different things there. To switch abilities, you hold the FSS trigger and press the right analog stick button (R3 on the PS2). To back down, you hold the right analog stick down (pull back on the stick) the same as last year.

bluesteel wrote:and, will the current gen pc version will allow mods and patches?


Yes.

kelpie wrote:reading the preview felt to me more like reviewing the wish list


I'm not sure what you mean by that, sorry.

Nick wrote:Just one question. You may have answered this already but i'm lazy. one thing i hated about live06 was the rebounding animations, amongst other animations. Is the rebounding animation and feel the same? Also, is there new and better animations, and not too many funny looking ones left over from live06 (i.e. weird looking dribbling, passing animations etc.)


It feels a lot less pre-determined in my opinion. There's some animations from last year but it felt better. You still need to have good timing and positioning or you will be beaten on the boards.

SHAFT23 wrote:okay one more thing that bugged me was that there were rarely blocks on jumpers in last years game and the blocks on the jumpshots weren't registered as blocks.
I know its hard to see wether or not they were registered or not, but are there more blocks on jumpshots like in LIVE 04 and 05?


That's about the same as last year. As in real life, most blocks are in the paint.

Rip32 wrote:One is you said the AI was improved but in live 06 there could be 6 secs left and a team is down 2 and they would throw it in and right when the guy catches it he would launch a 3/4 court shot with all that time on the clock. Does the computer play a smart game in intese situations?


I think so, compared to last year. The CPU finds its clutch players and x-factors down the stretch and tries to get off the best shot possible.

Rip32 wrote:Was the default game speed good or does it need a tweak? I could never find a good game speed on 06 it was always too slow or too fast.


I was quite impressed with the pacing and game speed out of the box. We might have to tweak it a little but compared to the frantic pace of NBA Live 06 with default sliders it's a lot better.

ask1 wrote:Andrew, what can you tell us about this aspect of the game? Does it play very much like 06 or does it have it's own unique 'feel'?


It's more noticeable in Next Gen because of the superior foot planting technology but there's less sliding in NBA Live 07 Current Gen, better momentum without the superhuman reactions (or sliding with the offensive player despite being off-balance). There are similarities of course but it didn't feel like I was playing NBA Live 06.5.

Amphatoast wrote:1. Subs during free throws. Have they fixed this to be realistic?

2. Time-outs. Are they used a bit more to the point where teams finish the game with one or no time outs (pending how close the game is)

3. Autosubs. Say you start LeBron at SF but in game you place him at PG. Does the game automatically take him out since he isn't a PG and doesn't start there?

4. Fastbreaks. Do they still stop running on a fast break? You know.. fast break opportunities, but the stupid SG or SF just hangs around the perimeter instead of going to the basket for a easy layup or dunk.

5. Create a Custom Team. Is it possible yet? I still remember it was possible back in NBA Live 1996 for sega genesis.. 4 custom teams we could make back then.. sigh.


1. Not sure which issue you're referring to there.
2. It's about the same as last year.
3. I don't play with Autosubs so I didn't notice any changes, sorry.
4. No, they keep running. The long pass (holding down the pass button) is particularly effective in running a clean fast break.
5. Unfortunately not.

Demonater wrote:I noticed that the faces weren't as detailed as last year, did you also notice that when you saw it first hand?


I can't say I saw it that way.

Thu Aug 17, 2006 11:55 am

let me rephrase it..

Does the computer still do their subs after the 2nd free throw instead of the first like in a real game?

Thu Aug 17, 2006 12:01 pm

Ah, gotcha. No, the CPU still subs after the second free throw.

Thu Aug 17, 2006 12:53 pm

All this information is great. My anticipation level for the game just went up. Thank you Andrew for taking the time to answer these question. Great Job. (Y)

Thu Aug 17, 2006 12:56 pm

Andrew wrote:I dealt Dwyane Wade to the Bulls for Chris Duhon and a first round pick which the Bulls accepted.


Babcock? Is that you?

Thu Aug 17, 2006 2:52 pm

^^ LMAO
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