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NBA LIVE 10 Dynamic Season Mode Available Tomorrow

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.

Gw
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