October 26, 2009
NBA LIVE 10 Dynamic Season Mode
Available Tomorrow
NBA LIVE 10 Game Update Available
Now
In conjunction with the start of the
NBA season, NBA LIVE 10’s Dynamic Season mode will be activated for all Xbox 360
and Playstation 3 users who have inputted the Dynamic DNA code that is available
with all new copies of NBA LIVE 10. Dynamic Season provides the most authentic
basketball season mode seen in a videogame to date. Daily Dynamic DNA updates
provided by Synergy Sports Technology – the premier analytics provider for 27
NBA teams – are loaded into Dynamic Season so that the game contains the most up
to date Player DNA, Tendencies, Shooting Percentages, Streaks, and Roster/Lineup
movement, as you play along with the NBA season. Take control of your favorite
team and merge your results with the results from the real NBA. Change reality
and bring your favorite team to the NBA Finals.
Additionally, today all Xbox 360
owners will be able to download an update for the recently release NBA LIVE 10.
The update will be available to Playstation 3 owners on October 29th, 2009. This
update includes several game fixes, as well as additions to the gameplay.
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 off ball 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 on ball
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 off ball 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 pump faking multiple times in succession, the AI will
stay down.
BUG FIXES:
-
Smooth out some of the gameplay by
tuning blend times for passes as well as some various fixes for blend pops
across the board. -
Exploit fix. Fixed bug in shot
calculator that would make stepback jumpshots that crossed the 3pt line have
unrealistically high FG%s. -
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 off ball. -
Put the ball handler into protect
dribble if the on ball 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
off ball 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 off ball 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 box outs. 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 (i.e. jittery movement) -
Fixed a bug that would cause
certain off ball 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 off ball 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.