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NBA Live 10 News Post

Hey guys,

I'm sure some of you have heard that the NBA LIVE 10 title update is now out for XBOX 360 (PS3 owners don't worry your update will be arriving later this week). Here are the details of everything that went into the update:

NBA LIVE 10 Gameplay Update Release Notes:

BUG FIXES:
- Smooth out some of the hitchiness in the gameplay by tuning blend times for passes as well as some various fixes for blend pops across the board.
- Fixed sliding and warping during standing rebounds
- Addressed issue where defenders would sometimes watch the ball fall off the rim. Increase the allowable distance for a teammate to come help.
- Player Lock fixed. AI teammates will now make decisions on their own when user is player locked offball.
- Put the ball handler into protect dribble if the onball defender attempts to crowd him. Previously, the ball handler would not recognize the defender and just expose the ball.
- “Rocket dunks” fixed. Fixed a bug that was causing dunks to speed up by 30% and added code to have dunks retain the shooter’s on-ground velocity, preserving his momentum after takeoff. Also applies to layups.
- Various post play fixes, including the case where two guys would stand next to each other while one of them was posting up.
- Addressed a potential exploit where it would be too easy to pass to cutters for dunks. As part of this fix, we now allow ball collisions on passes when passing into the paint.
- AI Stagnation fixes: Ball handler would sometimes not properly pass to receivers in a play. Also, we allow the ball handler to “improvise” if we detect he’s been idling for too long.
- Fixed an issue where sometimes an offball cut animation wouldn’t properly settle into the correct spot.
- Restricted the post up and under move to within 12' of the basket. No more ridiculous up and under heaves from deep.
- Fixed an issue where offball post players would sometimes quickly go in and out of post battles, significantly cutting down on jitter.
- Fix for big men waiting too long to outlet the ball after rebounding
- Fix for fidgety boxouts. They should kick in more reliably now.
- Prevent user passes to teammates who will be out of bounds or to teammates in the backcourt after they’ve crossed the timeline.
- Improve goaltending calls
- Fixed ball physics for blocked layups/dunks. There was a mirroring issue that was causing the ball to shoot off in the complete opposite direction of its intended path.
- Fixes for animation oscillation on defense (ie. jittery movement)
- Fixed a bug that would cause certain offball movement animations to not mirror properly
- Series of small fixes to prevent balls from hitting the floor during rebounds.
- Fix for shooting fouls not properly getting called on collision layups. This will yield more realistic free throw attempts for both the user and CPU.
- Put in a fix to mitigate the excessive turnovers inside the paint, specifically after pulling down an offensive rebound. Gives users a little more time to pass out or attempt a shot when they get in congested areas in the paint.
- Smoother ball handler post up entries. Sometimes guys would “pop” into place.
- Fixed issue where players would sometimes “freeze” in an offball post battle before receiving a pass.
- Fixed bug where the “check assignment indicator” would draw on one of your own teammates in LIVE RUN games.

GAMEPLAY ENHANCEMENTS:
- Auto-switch to PG on defense after a made basket
- Enabled rim stuffs. Now when you try to dunk in traffic, there’s a chance you’ll brick the dunk.
- Tune nets to make them a bit less stiff
- Added more variation to “get back” animations after made shots. Less “skipping” back.
- Disabled the canned scenario steal that happens when you rip the ball from a player who is sizing up. Instead, we allow actual collision with the ball if the defender performs a steal while a ball handler is making a dribble move. Makes for a much more read and react, twitch game on defense.
- Improved Freestyle pass animation selection to prevent guys from bursting into a sprint while passing on the move.
- Backdown button is back. Enabled right thumbstick click to toggle between face up and backdown postures.
- Disabled the turnaround jumpshot that would play if the shooter is facing away from the hoop when outside of 18 feet. So instead of a turnaround three, players will pivot and shoot a regular jumpshot.
- Minor tuning to shot and layup percentages.
- Improved responsiveness and AI’s usage of offball cuts.
- Stop the rebounder from running up court too early after securing a rebound
- Improvements to reception logic, specifically square up catches
- Improve player reaction to loose ball situations
- Left analog passing improvements: Update analog angle metric to consider the receiver’s destination so you can lead the receiver with the pass
- Improved the logic of when to play a standing reception vs. a moving reception based on the receiver’s momentum and position on the court.
- Added the ability to “lockdown” perimeter ball handlers (by pressing into them) and force them into a protect dribble state.
- Ability to shoot “runners” on demand by driving toward the basket, neutralizing the left analog stick and hitting the Shot Button. Works inside of 18 feet.
- Improvements to user onball defense. Made it easier to stay in front of the ball without “slipping off” when you move your left stick toward the ball handler.
- Anti-cheese code. Prevent users from being able to take offball control of players and run them under the hoop for the cheap pass and dunk.
- Inbound flow improvements. Allow the inbounder to move to multiple (closer) locations along the baseline after picking up the ball.
- User control over shot contest vs. block. Tap of the Block button will always yield a contest animation. Regular press will always jump to block.
- Several improvements for end of game AI logic. When the AI is ahead, they’ll do a better job at recognizing time and score and use more clock. If they’re trailing, they’ll accelerate the offense.
- Improve AI logic for pump fake biting. AI defenders will be smarter about defending pumpfakes according to difficulty level. Previously, the higher the level, the more often they’d bite. Also, if user is pumpfaking multiple times in succession, the AI will stay down.

Other fixes:
- Resolved an issue where the DNA Streak would sometimes show an incorrect value
- Resolved several issues which caused Instant Replay to run out of memory
- Corrected an issue where PPG points were incorrectly calculated in adidas Live Run
- Resolved an issue where users with many friends who have played NBA LIVE 10 may experience crashes during log in or post game.
- Resolved an issue with lobby rooms where a user may crash after soaking in the room.
- Replay montages should now scale to be full screen
- Corrected an issue where users would sometimes see their target under teammates instead of their check in adidas Live Run
- Corrected an issue where there was a missing option to not show again on the “Dynamic DNA Not Updated” screen
- Resolved an issue where the game would hang if multiple users left a full Online Team Play session and the session filled up again
- Corrected an issue on the Dynamic Season Team Record screen where an incorrect team would appear
- Resolved an issue where the game would rarely hang after exiting the first game of a Dynasty season if the user entered Rookie Scouting during the off-season
- Gameplay exploit fix. 3 pt step back completion rate.

Game: NBA Live 10Reader Score: 7.5/10 - Vote Now
Platform: PS3 / PSP / Xbox 360Votes for game: 47 - View All
NBA Live 10 Videos
Member Comments
# 1 Pared @ 10/26/09 12:33 PM
Thanks!

BTW, post your patch impressions here:

http://www.operationsports.com/forum...s3-follow.html

Do not post them in this thread.
 
# 2 econoodle @ 10/26/09 12:33 PM
Hmmm, the things that bugged me weren't touched.

byby live
darn right before the season started too.
do me right in 11 guys, please!

 
# 3 Nature_Boy @ 10/26/09 12:37 PM
Thanks for the info!
 
# 4 ExtremeGamer @ 10/26/09 12:42 PM
Nice list of fixes.
 
# 5 NDIrish98 @ 10/26/09 12:44 PM
first thing i noticed in the Hangar was how much darker the players skin tones looked, especially Lebrons. was this not messed w/ or am i seeing things, cuz i'm pretty sure they changed em.
 
# 6 Pared @ 10/26/09 12:45 PM
The gameplay fixes seem great. Going to have to find time to play the game tonight and check them out. The late game AI hopefully will be tuned to my liking. The other things mentioned sound great...

BUT

Why would get rid of the user's ability to mistakenly pass it to someone in the backcourt? That doesn't make sense... if the player screws up, let them screw up.

Just a minor gripe. I hate that the player is hand-held in this way.
 
# 7 Footballforever @ 10/26/09 12:45 PM
Quote:
Originally Posted by ExtremeGamer
Nice list of fixes.
agreed, that list is nice. Sux for me that I might have to wait for the end of the week, PS3 here
 
# 8 CAMPBLACKMAMBA24 @ 10/26/09 12:48 PM
Great stuff from what I've read. Glad to see the improvements.
 
# 9 23 @ 10/26/09 12:52 PM
I"ll sticky this list
 
# 10 pdawg17 @ 10/26/09 01:11 PM
Quote:
Originally Posted by econoodle
Hmmm, the things that bugged me weren't touched.

byby live
darn right before the season started too.
do me right in 11 guys, please!

Like what?
 
# 11 Stumbleweed @ 10/26/09 01:15 PM
Quote:
Originally Posted by Pared
The gameplay fixes seem great. Going to have to find time to play the game tonight and check them out. The late game AI hopefully will be tuned to my liking. The other things mentioned sound great...

BUT

Why would get rid of the user's ability to mistakenly pass it to someone in the backcourt? That doesn't make sense... if the player screws up, let them screw up.

Just a minor gripe. I hate that the player is hand-held in this way.
I agree in principle on user error, but there were lots of times in this game where the player you intend to pass to (i.e. getting the ball to Roy to start a play) is way in the backcourt for whatever reason and you can't necessarily see that on all cameras. I use Baseline High and once you're at halfcourt, you can't see anything in the backcourt... I passed to the wrong guy plenty of times just assuming that everyone would've been downcourt by that point. They could probably just fix that slow walking issue, but I think this fix was necessary for the out of bounds weirdness for sure and I don't mind it also fixing the backcourt problem.
 
# 12 DaoudS @ 10/26/09 01:16 PM
just wondering if any franchise bugs will be addressed. I know the code is harder to fix, but just looking for some closure.
 
# 13 Pared @ 10/26/09 01:18 PM
So they would all get into the front court and then somehow drift into the back court? Am I understanding that correctly. I never saw that.

Maybe I'm reading the fix wrong. I'm just envisioning pressing a pass button and not getting a result because your intended player is in the back court.
 
# 14 econoodle @ 10/26/09 01:18 PM
Quote:
Originally Posted by pdawg17
Like what?

Hi pdawg,

-offensive boards being passed back out from under the hoop instead of the automatic slam dunk putback
-cpu timeout logic
-in game injuries
-stat tweaking
-pa announcer sound raised
-fix for dynamic crowds in dynasty [presently only worked in play now and rewind]
-variety of fouls [2k has this perfect]
-players amazingly resigning with your team after refusing to during the Fa period [after you low ball them a few times]
-cpu playcalling [which is non existent. players just run down, pass once or twice, then shoot, with no mind for the coverage].

off the top of my head.

 
# 15 Stumbleweed @ 10/26/09 01:20 PM
No, they would just take a REALLY long time to walk down the court after the inbound and if you're controlling the PG and in the frontcourt on Baseline High cam (and some others), you absolutely cannot see them back there. If you just assume that everyone is there (just a quick scan of the floor, see 3 guys there, assume one is the SG) and then try to pass the ball to them, it's a backcourt. It's not a huge problem, just something that I've run into quite a few times.

And yeah, I think that's what will happen (pressing pass and nothing happens). It's a little weird, but I'm okay with it.
 
# 16 Bornindamecca @ 10/26/09 01:20 PM
Sometimes players will be REAL late coming in from backcourt for whatever reason. You can live with that, but the issue is you press right on the analog to hit a player you are looking at. Instead of passing to him, you'd pass to a guy that you cannot see who is off camera in the backcourt.

Good fix.
 
# 17 23 @ 10/26/09 01:22 PM
^ I agree, good fix, thats exactly what happened.
 
# 18 Stumbleweed @ 10/26/09 01:22 PM
Quote:
Originally Posted by Bornindamecca
Sometimes players will be REAL late coming in from backcourt for whatever reason. You can live with that, but the issue is you press right on the analog to hit a player you are looking at. Instead of passing to him, you'd pass to a guy that you cannot see who is off camera in the backcourt.

Good fix.
Yeah good point about the directional/freestyle passing being a problem in this area as well. Glad someone else noticed the slow walk thing.

And was I reading the list correctly -- we now have lead pass ability? Can someone try that out and see if they notice a difference? Got some labbing to do when I get home tonight for sure.
 
# 19 edubbs @ 10/26/09 01:30 PM
Pretty good list but, I must admit that I'm a bit HOT that EA has been unable to address the lack of fastbreaks for the 2nd year in a row.

Takes a TON away from an otherwise very enjoyable game.

This game doesn't come close to a simulation without this part of the real NBA missing.

I Waited an entire year for this fix and now, I'm forced to wait another year AGAIN.... to see if they are able to get this issue resolved.

Can't put into words how much of a downer this omission is.


SMH
 
# 20 Tomba @ 10/26/09 01:41 PM
WOW all i have to say is WOW
 

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