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.