Fri Mar 10, 2006 9:49 am
Fri Mar 10, 2006 7:41 pm
Fri Mar 10, 2006 11:04 pm
Fri Mar 10, 2006 11:09 pm
Steve Nash scores more than Amare Stoudemire.
Sat Mar 11, 2006 12:55 am
Tibs wrote:As always - great job Andrew! Very insightful and well-written. You're a great ambassador to all Live fans, I can only hope your write-up makes its way to the development team & decision makers...
The thing that struck me the most (and bugs me the most) regarding gameplay is that there is seemingly no difference between attributes as they relate to body size, weight and such. That's the reason you can have a 6-0, 185 PG continually in the paint lofting up lay-ups over 6-11, 7-0 280 pound C's and PF's.
What you wrote on this really makes the point well, as far as lightning quick guards unable to snatch the ball from lazy behemoths and such.
In reading through your analysis, it occurred to me that what they really should consider doing is building several - let's say 15 - different prototypes of players - 5 sets of 3: three types of PG's, 3 SG's, and so forth. The player attributes would be inherently tied to (and capped by) the internal logic of each player type, so there could be clear differences between these groupings of players, with size-weight playing a significant role in the relationships of player attributes. Thus the in-game effects of speed, quickness, strength, for instance would be bound by the parameters of the position, with various attributes of one prototype having an advantage over an other, just like in real life.
For instance power players' (C & PF) attributes of strength, inside scoring, blocks, rebounds would have an advantage over those of PG's, SG's, SF's player prototypes.
A 7-0, 280 C's 80 strength rating would be higher - in-game - than a 98 strength rating 6-4, 180 SG. A PG with 85 quickness will - man on man - always show more in-game quickness than a PF with the same 85 quickness rating.
For instance, take PG. You could have a playmaker, a scorer & a penetrator type PG prototype. Each would have attributes which are prioritized per grouping. You could go down the list and delineate the attribute-on-attribute relationships, mostly tied to size and weight. This would work first within the position grouping, than set-up to establish how the ratings actually work in the game.
penetrating PG's quickness > greater than
scorer PG's quickness > greater than
playmaker PG's quickness.
or
playmaker PG's dribble >
penetrating PG's dribble >
scorer PG's dribble.
These differences in attributes per position prototype could be ever so slight. It should not be a significant advantage, but it would impact gameplay, being able to beat a defender off the dribble, for instance.
Then, you could start establishing the attribute relationships between various sets of players:
penetrating PG's speed & quickness > greater than
slasher SG's speed & quickness = equal to
slasher SF's speed & quickness > greater than
inside scorer PF speed & quickness > greater than
inside scorer C speed & quickness.
And it would work in reverse with the bigs:
inside scorer C's strength & inside scoring =
inside scorer PF's strength & inside scoring >
slasher SF's strength & inside scoring >
slasher SG's strength & inside scoring >
penetrating PG's strength & inside scoring.
This is just one example of literally hundreds & hundreds of calculations that could (should) be done to get gameplay to be as realistic as possible.
Of course there would be a few exeptions to the case, and those freakish players that surpass height-weight limitations and stand out of the group, dealing with those would be a separate issue, ie an Iverson who can and does indeed score over just about anyone. But I think the formula would be realistic for about 98% of the players in the NBA, which would be a huge step forward to where gameplay is today.
Thus, I don't know if what I wrote is even slightly understandable, or if others have pointed out something similar (surely), but a real re-thinking of how players interact (via their attributes) on the court is needed, imo, for the game to take the next step.
Sorry for the long-winded post, cheers, tibs
Sat Mar 11, 2006 3:41 am
Andrew wrote:The ability for all players to interrupt a dunk or layup animation to pass off to a teammate is essential. Even NBA Live 95 boasted how the user could make mid-air decisions.
Sat Mar 11, 2006 2:14 pm
shadowgrin wrote:Andrew zinged EA on this one.
Sat Mar 11, 2006 4:00 pm
Sun Mar 12, 2006 2:15 pm
Mon Mar 13, 2006 12:58 am
PHySiCx wrote:Team shoes... automatically matching colors... and for superstars like Kobe, Vince, Lebron, etc. they can get their own shoes. Iunno it just bothers me how players get traded or how they wear like orange shoes on the Bulls... nothing major, just something simple...
Mon Mar 13, 2006 2:14 am
Kieran wrote:If EA fix the majority of those problems (and some of them probably wouldn't be that difficult at all), then we should be in for an outstanding game in Live 07. I am drooling with anticipation at what could be already
Mon Mar 13, 2006 9:23 am
artestfighttrainer wrote:Nice stuff Andrew. I notice you didn't mention cyberfaces (correct me if I'm wrong) imo this issue really gets to me especially with dynasty and the generic players. It was good when it was last in live 04 but portraits do add some realism to the presentation though i reckon ea should give us an option where u can have either style.
Mon Mar 13, 2006 12:35 pm
Mon Mar 13, 2006 2:10 pm
Tue Mar 14, 2006 5:08 pm
Tue Mar 14, 2006 5:17 pm
Tue Mar 14, 2006 6:31 pm
Thu Mar 16, 2006 12:27 pm
Thu Mar 16, 2006 2:48 pm
Thu Mar 16, 2006 5:44 pm
Fri Mar 17, 2006 3:53 pm
Mon Mar 20, 2006 6:07 am
Chauncey Billups has no hope of ever moving Shaq.
Mon Mar 20, 2006 10:32 am
shadowgrin wrote:Chauncey Billups has no hope of ever moving Shaq.
Why not? Kobe was able to move Shaq to Miami.
Mon Apr 17, 2006 5:49 am
Mon Apr 17, 2006 6:06 am