by CrescentMoon on Wed May 25, 2005 7:03 pm
ok, I and everyone would agree that the models in '05 are totally obsolete. The players really look like crap. Here are some additional comments and suggestions:
- Player Models
The biggest glaring flaw is that players don't scale in realistic human anatomic proportions. To illustrate, try this: Get Yao Ming and Spud Webb on the court, get them close and pause the game. Switch to instant replay so you can zoom in. Notice that Yao's head is about the size of the basketball he's holding, while Spud's noggin is barely the size of a peanut. That's because the models scale in the cheap, lazy way: 100% ratio of everything. Anatomy Lesson for the retarded: when a person gets bigger, some body parts of stay the same, some parts get bigger but a slower ratio. Shame on you, EA.
Here are some gameplay mechanics that I think would help on AI and realism:
- Add Jumphot Proficiency slider to Player Stats
This works in conjunction with the off-balance/adjusted shot/freestyle sliders. This slider will have 1) "Technique" on one end, and 2) "Streak" on the other. In a prototypical player, the slider setting is in the middle, but most players will favor one end or the other.
1) If a player favors "Technique" that means he has better chance of making the shot if he is wide open and/or unchallenged. A technique shooter stands a better chance of making the shot even when the whole team is going through a cold streak. The good part is that even if he misses 10 in row, he less likely to perform any worse. The bad part is that if this play is being challenged, he has a disadvantage because he needs to adjust his techique. This type of shooter is better suited when playing a finesse, strategy-based style.
2) A "Streak"-favoring player is influenced more by team as well as personal cold and hot streaks. Being challenged and making adjusted shots are more likley to go in than a "Technique" shooter. However, this player must either establish a personal hot streak or take advantage of the team streak.
You can see how this can really influence gamplay, both for vs. players and vs. AI. When playing vs. player, If you know you opponent is a "Streak" shooter, you can take a chance and leave him open when he's doing not so hot, ever notice how sometimes when a player is SOOOO open for a shot, he misses? But when he's a "Technique" shooter, you you need to constantly apply pressure and think about positioning more.
Against the AI, this means that you will less liklely to see the cheese moves that the Comeback Code produces. For instance, you know that when the AI is on the "unstoppable" mode, the player does the pro-hop and either pulls a fade away or adjusts his shots when he's being challanged. Well, if he's a "Technique" shooter, he is less likely to make that type of shot. If he's a "Streak" shooter and makes it, that means he must've had a high enough personal streak to bybass the team streak, which makes sense in the real world.