NBA Live 18
Tons of NBA Live 18 Gameplay Videos
The EA Sports Game Changers and many of the popular YouTubers have posted a ton of NBA Live 18 gameplay footage today. We will continue to update this post throughout the day as more videos arrive. Check them out below and post your thoughts.
I will be updating the OP with all vids :)
LIVE forum is on fire right now!
This is one of the best videos so far, showing the game fluidity, and some of the cooler animations.
When you really go back and play Live 16, this looks AMAZING.
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Were looking at classic players only here right , not classic teams ?
Jumpshot animations look very bad to me though. Barely resembles the players releases.
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Pretty much. Not even sure how many classics you're gonna get here too but they did tell us about AI
Some gameplay stuff that stood out to me-
Pros:
-the fluidity seems to be getting much better
-net physics look great
-lighting is still top notch
-controls seem responsive based on the moves being executed
-dribble hand off in the one video was clean (4:05)
-the offensive side of the ball looks like there are a lot of tools in the arsenal to create space/shots/passes
-Drew League addition adds authenticity and a fun side mode/event
Cons: (It's an early build and they've seemed to make great strides from where they were, these are just some things I noticed)
-Still some sliding going on in the video between dribbles and I noticed some warping especially on some drives
-I'm interested to see more perspective from the defensive side of the ball, offense almost looked too easy in certain areas
-There were a few instances where I noticed the defender not even trying to rebound the ball and just watching the offensive player go up time and time again for it
Overall, I'm very pleased and excited for an additional basketball game on the market this year. I'm hoping this drives BOTH games to really consistently strive and put out excellent products each year. I will definitely give Live a shot this year and so far it looks like I might be playing it quite a bit.
Jumpshot animations look very bad to me though. Barely resembles the players releases.
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I agree with this even though I added it to my pros list because I feel like they are just mainly focusing on getting a lot of the gameplay items worked out before they focus on signature stuff.
Could be wrong though and it's a good point to note.
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Could be wrong though and it's a good point to note.
I pointed this out to them and they said they were focusing on sig stuff but the jumpers look untouched.
Contact animations look good, and overall players seem to have a sense of urgency, more intensity and it actually looks like players are attacking with purpose, finally.
They aren't signature jumpers its still generic.
Every player is unique and frankly man its too late in the game to keep letting this stuff just be.
This is my favorite video.
Keep in mind the game is playing on Pro guys.
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Would like to see more headtracking for layups around the rim. Sometimes the player doing the layup, or shots around the rim won't even keep watch of where the ball is going, and this goes for those standard layups.
Some dunks still do not properly respect gravity, seemingly as if they magically gets propelled upward. This was my primary focus while watching the videos. There are a handful of dunks where the players would still have that awkward sudden float or sudden jolt up to the rim. Some dunks do a better job at respecting gravity/physics, but others not so much. This is still my biggest concern right now.
Personality touch after the shot Like seeing the animations where the shooter watches to see if the ball will go through the hoop.
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Just showing people getting buckets 95% of the time, with a couple of blocks and a steal or two seems more like teaser trailer from a gameplay camera instead of raw gameplay.
Just showing people getting buckets 95% of the time, with a couple of blocks and a steal or two seems more like teaser trailer from a gameplay camera instead of raw gameplay.
I agree 100% with this.
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This game's controls have always had that floaty feel but it doesn't go away simply because it looks a certain way on a youtube video. It has nothing to do with the meter though.
Just showing people getting buckets 95% of the time, with a couple of blocks and a steal or two seems more like teaser trailer from a gameplay camera instead of raw gameplay.
Think about the kind of event it was, solo. Most of the settings were on pro but that doesn't mean you still can't score on higher levels. I did and i think the 1 on 1 things in general people are referring to are moreso because you aren't stuck to the ballhandler, you have to manually move the stick to contest shots, you can actually pull off some stops in the paint sometimes...
Again, while there are new things in there for Live, it is still live as well.
He says the shot meter goes from down to up and yellow to green for a perfect release, and that perfect releases are pretty much a guaranteed make BUT if you close out and get up and contest on the shooter quick and close enough, the shooter CAN NOT get a green release. It actually showed it on his video as he describes it.
I like that !!!!
Classic players, correct.
It does. On superstar, if you don't slow it down, the cpu will abuse you. I still like all star myself.
You'll get your chance to play with the legends. Most look great too.
Jumpshot animations look very bad to me though. Barely resembles the players releases.
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See, the last build I saw had everyone's signature shot. Unfortunately they still haven't talked about it, so I can't talk on the system yet, which is really cool. I didn't see much variety in these videos.
Could be wrong though and it's a good point to note.
Like above, there's cool stuff coming on sig shots.
I'm really not sure. I've mentioned it several times too. If all of the animations keep the same speed, itd look so much smoother. I know they were working on it.
Just showing people getting buckets 95% of the time, with a couple of blocks and a steal or two seems more like teaser trailer from a gameplay camera instead of raw gameplay.
The defense is a blast. Not just steals, reflections and blocks, but just regular defense. It's hard to show in a video like these, but to me, no game in my 30+ years of basketball gaming has came close to capturing true defense. Live 18s on ball defense looks to change that. Most of the impressions mirror my thoughts there too. It's hard to portray that in clips etc though. People normally just want to see wow moments.
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The defense is a blast. Not just steals, reflections and blocks, but just regular defense. It's hard to show in a video like these, but to me, no game in my 30+ years of basketball gaming has came close to capturing true defense. Live 18s on ball defense looks to change that. Most of the impressions mirror my thoughts there too. It's hard to portray that in clips etc though. People normally just want to see wow moments.
Now when you say something like this, it really catches my attention, because for me that kind of gameplay advancement is exponentially more important than some of the legacy wonky movement, and signature animations.
It did seem like it was a little to easy to put people on skates though. Maybe that was because of User error in terms of not fully understanding the mechanics.
Contests are manual , right ?
It did seem like it was a little to easy to put people on skates though. Maybe that was because of User error in terms of not fully understanding the mechanics.
It can happen if you make the wrong move defensively.. not necessarily it just happens automatically.
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i apreciate live for what it is but man comparing it to a clearly superior game is just a loosing battle.
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Why don't you keep the subject on nba live.
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It does. On superstar, if you don't slow it down, the cpu will abuse you. I still like all star myself.
You'll get your chance to play with the legends. Most look great too.
See, the last build I saw had everyone's signature shot. Unfortunately they still haven't talked about it, so I can't talk on the system yet, which is really cool. I didn't see much variety in these videos.
Like above, there's cool stuff coming on sig shots.
I'm really not sure. I've mentioned it several times too. If all of the animations keep the same speed, itd look so much smoother. I know they were working on it.
The defense is a blast. Not just steals, reflections and blocks, but just regular defense. It's hard to show in a video like these, but to me, no game in my 30+ years of basketball gaming has came close to capturing true defense. Live 18s on ball defense looks to change that. Most of the impressions mirror my thoughts there too. It's hard to portray that in clips etc though. People normally just want to see wow moments.
WTF..my apologies.
You were right. :waytogo:
And getting crossed happens for playing too aggressively and not making the right reads on defense. As long as you back off and play angles, you won't get put on skates.
You were right. :waytogo:
About what brother? I don't remember anything lol.
He doesn't know how to respond...no one has ever said that to him before.:cavalry:
The game defiantly looks fun, just hope it has some depth to it as well
:duel: True. But in the infamous words of Dookie, I dunno too much.
The game defiantly looks fun, just hope it has some depth to it as well
Definitely has depth with all the game modes to choose from. This is going to give 2k something to be worried about. Really excited.
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I need to see more flow to these offenses.
The jumpers look terrible, way too floaty.
The ball also moves a lot more organically on and off the rim. It doesn't appear that it warps any more.
That said, there is still some leftover herky jerky movements. For instance, when taking on the move jumpers the speed of the transition is weird. Also when a player is dunking it appears that the speed of the jump is really fast, and then it slows down when they finally touch rim. This needs to be corrected.
Still saw plenty of sliding on the court. Hopefully this is tightened up.
Also, there seems to be some weird hitches on jump shots after release. Not sure if it is the transition to a celebration animation or maybe the shot meter affecting it, but I am hoping that is something that will also be addressed.
Going to keep watching but I am liking the strides they are making.
LOL..the trailer not being representative of what the gameplay would look like.
Legacy issues clearly are still there. But this actually looks playable and fun.
Legacy issues clearly are still there. But this actually looks playable and fun.
Oh, haha. Yeah. I don't think the trailer was even a great look either. If you get 2 skilled users on the sticks, you'll see some really nice fluid gameplay. I understand that they wanted to showcase the YouTubers going at it though, haha.
Guys can and will have a lot of fun with it. Gameplay is flat out fun. I don't play online and all of The 1 modes etc, but if I did, I'd have a ton protector, or wing defender. Westside blocks, snatching a block out of the air, chasedown etc are a ton of fun. The best thing about it, is 99% of the time, if you're out of position, it's because of something you did, instead of having the game shift you put of position.
There are still issues and legacy issues, but they're aware of them. I'm confident they'll get most fixed. They're listening and actively improving.
I need to see more flow to these offenses.
The jumpers look terrible, way too floaty.
Plays aren't in yet. They're working on getting that system in. This is basic space the floor stuff.
And non stars don't have a lot of flash in their attempts, but you'll still see some really cool physics stuff on their drives to the paint, etc.
I've included a youtube animation of a vertical jump. Notice how the cartoon character's fall back to the ground looks proper, influenced properly by gravity. You can clearly see the cartoon character having "weight." I've included three separate instances where Klay falls back to the ground essentially defying true physics of gravity.
In beginning and advanced animations, this is why they have you start out creating the classic "bouncing ball" animation. When you are able to create a standard bouncing ball animation, you understand how to manipulate the graph editor, understand timing and spacing, and at least see the certain animation concepts including "weight" come to life. It appears that poorly executed "jump and fall" animation with respect to gravity is lost during some of these animation sequences.
https://www.youtube.com/watch?v=TL1Luzd2od8
Props to all posting as well as 23 and WTF for their insights as well.
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http://www.operationsports.com/tons-nba-live-18-gameplay-videos/
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Ultra responsive. With that said, this is not the same freestyle, and it's going to take some getting used to. Once you wipe the slate with the old freestyle, it's super intuitive.
That's what I wanted to hear. I've had a problem with dribbling control for years . If Live got it down , then this is going to be a good year
I loved freestyle/size up signature dribbles in previous games,the more control the better. Do you know if that shot meter can be turned off?
Yep, it can.
Size ups aren't in per se, but anything you want to chain together is achievable and smooth using the controls. Quick too.
Size ups aren't in per se, but anything you want to chain together is achievable and smooth using the controls. Quick too.
Awesome! Thank you for your continued input.
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The player-to-player interactions also looked great; it didn't look like anyone was getting locked into animations, which would be a welcome change. I also liked that defenders don't seem to be glued to the ball handler, and didn't seem to be able to rubber band into position if they got beat.
WTF, I do have a couple questions, if you're able to answer.
Are you able to feather the left stick on offense with the ball to do a slow walk up dribble? That was one thing I thought was really missing in Live 16. You kind of had to run or not move at all; there were no subtle movements with the ball.
I heard that shooting has been moved to the right stick. Is this true?
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Size ups aren't in per se, but anything you want to chain together is achievable and smooth using the controls. Quick too.
Hi WTF, could you confirm if the camera relative control is available for broadcast style camera angle? In Live 16 absolute control made it hard to play on broadcast.
Demo is releasing in August
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You won't.
There really weren't many plays to call.
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The player-to-player interactions also looked great; it didn't look like anyone was getting locked into animations, which would be a welcome change. I also liked that defenders don't seem to be glued to the ball handler, and didn't seem to be able to rubber band into position if they got beat.
WTF, I do have a couple questions, if you're able to answer.
Are you able to feather the left stick on offense with the ball to do a slow walk up dribble? That was one thing I thought was really missing in Live 16. You kind of had to run or not move at all; there were no subtle movements with the ball.
I heard that shooting has been moved to the right stick. Is this true?
Yep right shot stick
Feathering man is the same like slow walk or run movement.
Its still a half court game. No 2 on 1 or 3 on 2 breaks
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Feathering man is the same like slow walk or run movement.
Its still a half court game. No 2 on 1 or 3 on 2 breaks
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So the only way to shoot this year is with the right stick only?! If so then what is the "X" button used for on offense?
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Button as well
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Do u get a boost for using the right stick?
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Everything ESPN are still in from I can tell on the 5v5 gameplays. I even heard the voice of Mark Jackson (not in 16) in shakedown's video.
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No boost.
ESPN is still there, just wasn't a full version in the demo we played.
The contact in Live 18 looks nice.
I also like seeing the dribble-drive game and getting into the lane.
However, jumpshot animations and finishing animations (layups, dunks) look weird. Don't like how odd they look but the gameplay seems like a huge step up overall.
Also seeing a lot of blocks. Not sure if that's a good thing or not. There aren't insane block numbers in the NBA nowadays.
Can't emphasise the player model interactions enough. They look amazing. No ******** phasing that 2K17 still has. Contact feels real and I haven't played it yet but just watching it seems great.
I hate all the 3's being jacked up but I think that's what casual players do with any nba game now days
Haven't seen much actual CPU gameplay........so it's hard to judge if they will take mid range jumpers or even run a offense or better yet do weird stuff on the floor.
I'm hoping EA doesn't have scripted play where every team is running that same damn generic playbook where the wings pop out and the 1st guy who touches it launches a jumper.....
I know wtf stated they will install playbooks later and hopefully that fixes some issues
Don't won't to see the Knicks playing like Warriors running the same offense
Also, I'm going to ditch the shot meter I think we might actually see better looking jumpers if the still have the option to set shooting to Real FG% it might make every thing look more fluid that way
Game looks like fun if you play it the right way and run some real offenses...
Lack of editing is still a huge letdown because I just want to cater the game to my liking and not rely on EA
I hate all the 3's being jacked up but I think that's what casual players do with any nba game now days
Haven't seen much actual CPU gameplay........so it's hard to judge if they will take mid range jumpers or even run a offense or better yet do weird stuff on the floor.
I'm hoping EA doesn't have scripted play where ever team is running that same damn generic playbook wings pop out and the 1st guy who touches it launches a jumper.....
I know wtf stated they will install playbooks later and hopefully that fixes some issues
Don't won't to see the Knicks playing like Warriors running the same offense
Also, I'm going to ditch the shot meter I think we might actually see better looking jumpers if the still have the option to set shooting to Real FG% it might make every thing look more fluid that way
Game looks like fun if you play it the right way and run some real offenses...
Lack of editing is still a huge letdown because I just want to cater the game to my liking and not rely on EA
Like I said though this game lacks fastbreaks. No 2 on 1s no 3 on 2s....
It's still Live's halfcourt basketball. I'm not talking about secondary breaks or throwing the ball down court to a leaking player either.
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I'm only buying Live this year. First year I will pass on it. I bought 11, 13, 14, 15, 16 and 17 (threw away). Unless something drastic happens or they add Barkley's Suns or Miller's Pacers, Live is the only basketball I will get.
We all must support Live 18 this year. We have to.
Are there video's available with full games instead of 2 second clips of guys burying contested three pointers? Would love to see some more general stuff like the defensive coverage, rim protection (so far I've only see guys finishing through contact or getting blocked, no missed lay-up attempts) and I did see a glimpse of a player running a P&R.
Obviously a ton to do, but there's some decent foundation here. Love, absolute LOVE, the broadcast camera btw.
I hate to bring up the other basketball game in this thread, but it's likely that 2K will not have a mechanic like this in their basketball game this year, and that really is a shame. If this is handled as well as I see in the video vs playing it, Then I'd expect every sim based hoops game I play from then on out to have this kind of drive mechanic.
Pros:
-I loved the finishes around the rim. Looks like guys who can finish really have an added finesse to their layups.
-Really like what I saw with players rotating over on defense (much needed to compliment new dribble drive mechanic).
-Game seems to have a good sense of what's consider open and what's considered contested. Also a good amount of contested shots fell, which is realistic (league average on contested shots is 30 maybe 33%).
-Shot blockers block shots and cause problems for rim attackers.
Cons:
-Jumpers look very awkward at times. It kind of takes away from the immersion seeing a guy do a well animated dribble move into a wonky looking pull up jumper.
- Since the game seems to not be forcing animations between the ball handler and defender (which is actually good), sometimes it looks like position and weight gets lost in the shuffle at time.
-Sliding! I some instances of players being slide out of position in certain plays.
Overall im loving what I saw in all of these videos. It looks like Live has found a good base to build upon. If this game delivers, then Live 19 or 20 could end up being an absolute masterpiece. The future is bright for hoops gaming people.
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WTF confirmed you can turn the shot meter off.
Can anyone confirm if you can turn off the vertical shot meter but leave the one under the player? Or vice versa.
Can anyone confirm if you can turn off the vertical shot meter but leave the one under the player? Or vice versa.
I think he is saying that the shot meter is gonna be used as a crutch, and it makes shooting easier on any difficulty. The shot meter was easy to fill in 16.
Also, I saw way too much green light with 3's and too many makes with green when a player was surrounded by defenders. They need to tweak the green meter from automatic to 65-80%.
Well we can only hope to see it in demo. It definitely seems improved but in 2 years really improved ? We gotta have it in our hands to really grasp whether that feeling of basketball fundamentals in it. We'll see.
Also, I saw way too much green light with 3's and too many makes with green when a player was surrounded by defenders. They need to tweak the green meter from automatic to 65-80%.
Yeah I should have clarified in my original post. The meter needs to be a bit faster, or %'s toned down. They weren't playing very long quarters, and one of the final scores were in the 70's, I can only imagine the fg%
Other than that, I saw some REALLY nice things. You can tell they cleaned up some of the animations, and I suspect they'll get better before release. Some of the finishes by Kyrie at the rim were a thing of beauty.
It looks like you can play good paint defense, which is something 2K is sorely missing, so that's another positive. If they can continue to clean up the animations, make the defense a bit more aware on passes, and tone down the shooting, we could have a really decent game on our hands this year.
I'm interested to see more gameplay videos before the demo drops. This might not be "the" year for Live, but this shows a ton of promise.
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Too many contested inside shots going in though but I'm not worried about that. This was edited heavily to show off the game...
It's still Live's halfcourt basketball. I'm not talking about secondary breaks or throwing the ball down court to a leaking player either.
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That's a shame because they have some really nice finishing animations.
I'm really impressed so far. But they need more signature jumpers ASAP
The fast breaks we do see come from the AI slowing down on defense or reacting poorly to changes in possession while the outside players streak from the sidelines.
I don't know the answer for Live, and I'm not saying I don't want fast breaks, I'm just saying I hope it's more organic than frustrating to witness.
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Feathering man is the same like slow walk or run movement.
Its still a half court game. No 2 on 1 or 3 on 2 breaks
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If you can answer how is the right stick shooting and dribbling handled compared to 2k? Similar mechanics or have they done something a bitter different?
Wow look at 00:08 into this clip where the player look like he is about to pull a crossover dribble but instead he passes the ball. That sequence was terrible. It was REALLY BAD. Also please watch KD dribbling at 00:32 in the clip. That was just awful. Isn't that considered a turnover? Isn't it traveling since he is carrying the ball? I'm surprised no one detected this. Some of the animations looks terrible.
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As far as fast breaks though...Live has always struggled there...where its more of a cluster of players running in a group than a break. Its an advantage the comp has always had, (some editions better than others) until this year...where their fast breaks actually resemble Lives at times, lol.
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https://youtu.be/R2xzeEUtVXU
@WTF
Will there be a PS4 pro mode ?
Edit : man I'm so impressesd with the triple threat in this game from the videos
The fast breaks we do see come from the AI slowing down on defense or reacting poorly to changes in possession while the outside players streak from the sidelines.
I don't know the answer for Live, and I'm not saying I don't want fast breaks, I'm just saying I hope it's more organic than frustrating to witness.
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This one wasnt that great to me because even with the guy you had running down court he'd slow down so the defense could catch up.
Kspade as we talked randomly mentioned feeling like he was trying to run in mud because if that very reason.
He's used to running them in his pro am games so he knows too.
That was no coincidence
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It was cool bandied similar but didn't feel as loose as 2k. Definitely need it to pull off step backs and defensive contests
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Safe to say after watching these video that NBA Live is back! Feels good man.
Kspade as we talked randomly mentioned feeling like he was trying to run in mud because if that very reason.
He's used to running them in his pro am games so he knows too.
That was no coincidence
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Yeah, that's no good.
Would love to see acceleration and foot planting play a big role here. Defense is already facing the ideal direction. Offense needs to turn around, it should take a second longer and a second should be enough time to create separation.
I actually can see the signature shots, though they are subtle, not as pronounced as in 2K. Not saying they are great, but they are there. Some extra tuning can make those shots shine.
I actually can see the signature shots, though they are subtle, not as pronounced as in 2K. Not saying they are great, but they are there. Some extra tuning can make those shots shine.
The only dude in the game that really seems to have his sig shot is Durant because they mo-capped it from Elite and it's kinda unusual.
Other guys were snapping forth...not saying some shots don't feel okay but yeah sig wasn't the word that came to mind at the time. I know they weren't done but that version no way.
No way. Looks great and looks like it's gonna be fun too
Hoping online head to head is on superstar. This game looks like it would be a nightmare to play online at the lower difficulties
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Also getting full green isn't automatic make as long as there is a defender in the face of the shooter
Well, I mean they are releasing a playable demo in August. Which 2K never does due to their faithful community. Honestly tho, I see them releasing on the same day as 2K. But also releasing earlier than 2K on Xbox with early access. So I mean EAs got their marketing down just fine.
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No I think full green is always automatic(bad idea, IMO), it's just that on the higher levels a defender in face of the shooter prevents the full green from happening.
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Same here! I've bought every version since playing on my SNES. :)
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It's already confirmed a full green is an automatic make. It needs to be toned down plain and simple.
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I believe it's you can't get a green if you're contested.
And on higher levels its harder to land on green.
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And on higher levels its harder to land on green.
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Ah, ok. That makes more sense.
Noticed any sliding on defense when guarding crossovers?
Noticed any sliding on defense when guarding crossovers?
Only when you manually bite the wrong way. If you are guarding tight and bite on a cross, you'll go out of position. But if you're playing straight up, you'll stay in position.
Does it feel right when you do get beat?
One of my big things on 2K is that it just doesn't feel natural. Getting beat or beating someone almost feels like just luck.
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Overall not bad could still do a lot of improvements
How does CPU perimeter defense feel?
The main thing that has me intrigued about Live this year is defense. I like that it seems like we could be able to lock down an opponent. But I want to know how CPU elite defender and average defenders differentiate. If they do differentiate and stand out, then I might consider playing this game alot this year
Truth be told if I have the option to disable any shot meter, I do. On 2K I never used it. Hope it's optional . Makes it more real without it imo
It's optional
they're adding Sig shots in..
As well as plays when the game comes out :laugh:
For all NBA players? If so, then I am a happy man
Well said my friend....well said....
This is EXACTLY what I was hoping for in past iterations for any of the bball franchises....This will totally alleviate the constant slider editing to get the shot % normalized (or atleast I would hope it could)!
Thanks. All we can do is wait.
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----
you are correct about the infinite dribble and having so much freedom to dribble. i see some of this in 2k as well. but its harder to pull off since those dribble moves are not manually pulled off. they are combo moves like a fighting game. you do certain stick moves and take your hand off the stick. you will see your player perform those moves. live is...live. you do the moves yourself manually 100% thru. but that means what if you are about to cross over and mid palm of the ball you decide to pass it? it will look just like the above video.
How to fix this? Logic: If dribbler crosses over while in motion but before floor impact of the ball, player decides to pass, then call travelling?
^^thats the only way to truly fix this. and thats real life. but if you do that. oh man..it will be hell trying to dribble and get use to that realism.
this is DJ next to Crawford who's supposed to be 6'5. DJ is actually 6'11.
http://www.rantsports.com/nba/files/2015/07/DeAndre-Jordan-Saga-May-Affect-Cleveland-Cavaliers%E2%80%99-Attempt-to-Acquire-Jamal-Crawford.jpg
you are confusing a perfect meter with "true shooting percentage"
a perfect meter with true shooting percentage on. means exactly what you've just stated. the best shot is a 30% shot. in that scenario.
but if you turn off True shooting percentage.
Then it just makes it more difficult for you to reach green. meaning the space in which you can hit green is much much smaller. because thats realistic to different people's releases. if you turn off true shooting%. you are saying I'm allowing the user to control when this so so shooter player releases the ball. You have to realize why that guy is a 30% shooter to begin with. he doesnt release the shot in real life at the right point. his elbow might not be in the right spot. maybe he doesnt follow thru, etc. but the User can do all that stuff correctly. if so. he should get rewarded. The problem you are having is seeing guys bang in 3's with these low 3pt shooting guys like its nothing. thats because that area for green is still to large. they need to make it so mall it will almost take a miracle for it to go green.
thats how it should be for these 40% ft shooter guys. or for some guy thats a 40% shooter in the paint.
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One thing I've noticed is it looks like the D is very difficult or the CPU is way too easy.
Did the guys who played experience that? Or maybe I'm only seeing highlights. I'm mostly referring to the videos of the Drew League where guys are constantly hitting shots and doing insane switch hand layups (again - could have been just a highlight stream and not the full game)
That's what I heard about all these NBA live 18 videos. EA specifically cut up all footage and only included made buckets.
However, difficulty level is not going to change the "physics" of the animation, and my biggest concern still involves all their jumping and falling/landing animations. A lot of the jump animations are missing the "anticipation" concept as seen with the 12 principles of animations.
However, I am looking forward to having the ability to truly have 100% controls of the player when moving my left analog stick if NBA live 16's demo was any indication. That's one key aspect that I did like very much with Live16. However, I don't want to hear the excuse of the "beautiful animation vs full player control" argument seeing as how I've played sports game that offers both, one of which is Pro Yakyuu Spirits -- great animations with truly full player control.
It appears that poorly executed "jump and fall" animation with respect to gravity is lost during some of these animation sequences.
Thanks!
I was assuming that.
It seems very animation-heavy and I'm hoping it doesn't take away from the gameplay. Hard to tell with highlight reels
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I was assuming that.
It seems very animation-heavy and I'm hoping it doesn't take away from the gameplay. Hard to tell with highlight reels
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From plenty of hands on experience, it's definitely not animation heavy. As long as I'm a part of the program, I'll yell as loudly as I can to keep it that way too.
Was hoping to hear from you WTF. Hard to make too many judgements and that's why I'm so happy they're doing a demo.
Very excited to play it myself and steam these moves together because they look beautiful.
I will also yell with you.
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I was assuming that.
It seems very animation-heavy and I'm hoping it doesn't take away from the gameplay. Hard to tell with highlight reels
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maybe we should stop calling it "animation heavy". When in reality animations are the only way they can make the players move.
what most people are talking about is two player animations. meaning two players are stuck in a mini scene so to speak where it has to play out a certain way no matter what buttons were actually pressed. this is done to make for a better-looking game. but its not that responsive. 2k has been about the better looking game while live has been about the more responsive game. there is a way to bridge that gap.
and its in the logic. the logic has to be really tight to know which animations to call up in which scenarios. but those animations can't be 2 player induced.
for ex.
example1 :(2 player animation that we dont like due to a lack of responsiveness).
offensive player is coming down the lane attempting a dunk.
the defender is not allowed to jump because he's sucked into a 2 player animation that says when offensive player hits dunk button X amt of milliseconds faster than the defense player hits the block button(depending on ratings/etc.) = Dunked on animation... Defensive player will not jump. he will duck as if he's being dunked on.
example 2: 2 players are involved but its not locking them together within the logic.
Offensive player goes up for a dunk and the ball in his hand is say 10ft and 5 inches high (over the rim)
the defensive guy jumps (visiually he jumps later than the off guy but this is not apart of the logic).
Because both players are actual THINGS within the programming. If one thing hits another depending on the size, weight, speed, gravity, etc. it can move another THING(object).
So because the offensive player is moving towards the basket and he's a heavy guy and the other guy is a bit lighter and he jumps later it will mean the big guys chest will hit the defensive players shoulder. that force/momentum will push the defender back. IF the offensive players dunk rating is really high, high hands rating, high strength rating. he wont lose the ball. he will DUNK ON the defensive player and make the defensive player fall.
It's similar. but the logic is not depending on two players per say. its two separate objects only dependent by physics only when they hit one another.
^^the fear of any game doing this is what happens when two people jump all wrong or try to dunk all wrong? it will look crazy. but guess what. thats realistic. if someone in real life tries to dunk from the 3pt line. it will look crazy and of course they wont make it to the basket.
You should allow that kind of stuff. you should allow people to attempt a dunk from anywhere if they choose to. because in real life you could try that. you wont. but you could. and thats true freedom/responsiveness.
I played a game a 100 years ago. made by 999 sports. i rented the game from blockbuster(shows you how far back i'm going). They had this feature in the game. where you could attempt a dunk from anywhere. it looked crazy if you tried it. but the beauty of it was that it meant little short pg's that were not known for being athletic. could attempt a dunk. I got hung a few times with old man john stockton. and then i finally made a dunk, bareling getting over the rim with him. it was beautiful because thats realistic. now imagine some guy that can't get up that high trying to dunk on a big man. and watch how realistic it looks when the big man sends that nonsense back.
other than that visually the games really nice lookin
wish it was on switch and/or pc
not much into consoles anymore
what most people are talking about is two player animations. meaning two players are stuck in a mini scene so to speak where it has to play out a certain way no matter what buttons were actually pressed. this is done to make for a better-looking game. but its not that responsive. 2k has been about the better looking game while live has been about the more responsive game. there is a way to bridge that gap.
and its in the logic. the logic has to be really tight to know which animations to call up in which scenarios. but those animations can't be 2 player induced.
for ex.
example1 :(2 player animation that we dont like due to a lack of responsiveness).
offensive player is coming down the lane attempting a dunk.
the defender is not allowed to jump because he's sucked into a 2 player animation that says when offensive player hits dunk button X amt of milliseconds faster than the defense player hits the block button(depending on ratings/etc.) = Dunked on animation... Defensive player will not jump. he will duck as if he's being dunked on.
example 2: 2 players are involved but its not locking them together within the logic.
Offensive player goes up for a dunk and the ball in his hand is say 10ft and 5 inches high (over the rim)
the defensive guy jumps (visiually he jumps later than the off guy but this is not apart of the logic).
Because both players are actual THINGS within the programming. If one thing hits another depending on the size, weight, speed, gravity, etc. it can move another THING(object).
So because the offensive player is moving towards the basket and he's a heavy guy and the other guy is a bit lighter and he jumps later it will mean the big guys chest will hit the defensive players shoulder. that force/momentum will push the defender back. IF the offensive players dunk rating is really high, high hands rating, high strength rating. he wont lose the ball. he will DUNK ON the defensive player and make the defensive player fall.
It's similar. but the logic is not depending on two players per say. its two separate objects only dependent by physics only when they hit one another.
^^the fear of any game doing this is what happens when two people jump all wrong or try to dunk all wrong? it will look crazy. but guess what. thats realistic. if someone in real life tries to dunk from the 3pt line. it will look crazy and of course they wont make it to the basket.
You should allow that kind of stuff. you should allow people to attempt a dunk from anywhere if they choose to. because in real life you could try that. you wont. but you could. and thats true freedom/responsiveness.
I played a game a 100 years ago. made by 999 sports. i rented the game from blockbuster(shows you how far back i'm going). They had this feature in the game. where you could attempt a dunk from anywhere. it looked crazy if you tried it. but the beauty of it was that it meant little short pg's that were not known for being athletic. could attempt a dunk. I got hung a few times with old man john stockton. and then i finally made a dunk, bareling getting over the rim with him. it was beautiful because thats realistic. now imagine some guy that can't get up that high trying to dunk on a big man. and watch how realistic it looks when the big man sends that nonsense back.
When MJ was dunking on guys in real life he wasn't doing it like it happens in 2k. In 2k you go at a guy and your basically playing a 50/50 game. Half the time youll dunk, half youll get dunked on no matter timing. If I jump early or late my chances of being vacuum sucked into a dunk animation are the same. Now if my block rating is high then 2k makes you able to block dunks but idk how that is determined because as I said before on dunks timing seems to not matter. Actually the kind of dunk the ballhandler does seems to be a bigger factor in him getting blocked. Hence people always saying to equip big men dunks and 2 foot dunks that go straight up and down.
Now the situation you described is what happens in real life. A guy taking off a perfect distance from the rim, the defender mistiming his jump and ending up coming down while the dunker is still elevating. The dunker hitting the defenders shoulder. This activates weight detection and if the game determines you the winner of the physical battle in weight and strength then you are awarded a chance of completing the dunk. This would come into place when you have a 6' 2" 180 pound guard trying to dunk on a 7' 3" 300 pound big. In 2k that guard still has a 50/50 shot to dunk, when in real life that little man would bounce off the dude like a brick wall.
Now im not sure at all if Live has promised these types of collisions but I think this post was very good and if Live does boast these types of physics It will be nearly impossible for 2k to top this imo.
Did Live say anything about this type of stuff? I cant remember that specific thing about Live 16 but it did feel like they at least tried to address these situations but, did not put much into them. I seem to remember dunk animations similar to 2k's
Also, did you see the gif posted earlier in this thread or a previous? Where a person jumped and came down to earth in a wonky way?
Look, I'm a Live supporter. I'm also growing tired if 2k. You can make a case that 2k is a 9/10 and getting worse. But this years Live looks to be a 8/10 at best. If graphics and gameplay are top notch and my career mode is at it's best, they will still have a lack luster franchise mode, some glitches, less animations and signatures, and no roster editing (most likely, until a patch). Gameplay and graphics are most important to most as well as some good online features so Live will compete on it's best day. But a read through these threads and you will see players eyes facing different ways at a few points, gravity not functioning properly (as seen by that gif) and not living up to these well hyped expectations.
Doesn't mean I'm not looking forward to it. Even with the minor shortcomings I've seen they will work on those over time, patch many, but the gameplay looks great, sounds great, the online modes are exciting. Also they typically start your "rising Star" at a higher rating than 2k. So I'll probably purchase this over 2k even for the sake of newness (and saving the $20 I would need just to get a decent my player)
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No, there are also better side to side/east to west camera angles this year from what I have gathered and seen.
1. Accelerated clock
2. The ability to turn off the "video game" overlays and player icons.
3. The halftime and post game ESPN presentations.
1. Accelerated clock
2. The ability to turn off the "video game" overlays and player icons.
3. The halftime and post game ESPN presentations.
ive been playing a TON of live 16 lately and ive been loving it! its not better than 2k but imo waaaay more fun and less frustrating. for me, live 18 doesnt have to be great. even if its 16 with a fresh look, im good with that! seriously. i will be buying 2k18, just cause ive been playing with the same psn guys since 15 and would hate to lose contact as they are some solid cats. there are some things live does better but not enough for me to truly debate a 2k head. at the end of the day i just wanna play a fun basketball game with and against folks that arent looking for cheese but rather the open cut, open man, know how to defend a simple pnr, know how to run a simple pnr. is that too much to ask? lmao:y11:
I like the information that has come out on 18. The different archetypes and how to upgrade your player based off of 'team play' is exactly what I was hoping for.
Everyone in 2K wants to be Steph Curry even when you are 7-foot. At least, Live 18, in order to rank your guy up per say, you have to do certain things.
Love this and am loving LIVE 16 and the fun factor it is brining. Excited for what 18 will bring.
Bit late to the party - I am officially curious and I think I will pick up a copy this year (based on these vids).
One thing that really stood out to me is how good the players look (in the match up screens - AD, AI, Kawhi, Westbrook etc. etc. Very impressed with how the players look.
One thing that's bugged me for a long time with Live is the ball/rim/net physics. May sound funny, but that's a big deal to me. In previous versions, when a shot is taken I am constantly reminded of the fact that I'm playing a video game. Hard to tell if this area has been worked on for Live 18. At a glance I'd say no..... but the camera did tend to cut away as soon as baskets were made in these vids.
None the less, I am curious. I will cop that demo and I will consider making the purchase this year based on these vids.
Kudos to Live for dropping the vids aswell. Love that.
Dropping the demo close to all of 2k's info will distract buyers a bit. I know I'm playing the demo like crazy.
If the demo is a gameplay nightmare I'll just go with 2k but if it plays well it'll steal me away for at least this year
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