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NHL 18: Realism Sliders Oct ’17 | Updated (11/07/17)

October 2, 2017 Leave a comment

EA SPORTS™ NHL® 18 (2)

Purpose:

  • Trying to mimic real pace of the NHL, not just “Run & Gun” style of the “NEW NHL”
  • Allows user/CPU to be more disciplined on defense, might result in less penalties (unless you turn them sliders up). If you beat the CPU it will force them to either catch up or take a penalty.
  • Passing more challenging, pass reception based on how you receive the puck determines success more
  • Strategy based game play for user and CPU
  • More blocked shots
  • No CPU advantage “Ice Tilt” as most call it, with the game play set to 0/6, the CPU will have to be more strategic rather than just run you over for the puck
  • You can’t beat the CPU with speed all the time, so if you’re on the PP, you will have to respect the offense, and play more disciplined defense to clear the puck out
  • To shorten the amount of shots (around 30) for longer periods (8-10 minute periods)

Also, if you don’t like the speed of the game, do not touch the overall game speed, adjust the skating speed and acceleration only.

Sliders are the same for both CPU and USER unless stated otherwise. No handicap allowed with my sliders unless it seems unbalanced.

                                  GENERAL

Game play Version: Latest

Game Style – CUSTOM

Attribute Effects: 7

Broken Stick Frequency: 33

Game Speed: 0/6

Fatigue Effect: 70

Fatigue Recovery: 39

Injury Occurrence: 50

                                 SKATING

Back Skating: 60

Hustle Type: Authentic

Puck Carrier Agility: 55

Puck Carrier Skating: 55

Player Acceleration: 80

Skating Speed: 65

Skating Agility: 48

                                 SHOOTING 

One Timer Accuracy: 50

Shot Accuracy: 45

Shot Power: 49

Slap Shot Accuracy: 40

Slap Shot Power: 51

                                 PASSING

Manual Passing: On

Pass Assist: *30

Pass Speed: MIN: 35 – MAX: 70

Saucer Pass Speed: *50

Pass Accuracy: 39

Pass Interceptions: 80

Pass Reception Ease: 21

Reception Reaction Time: 64

Puck Control Rating Effect: 51

Puck Speed Reception Effect: 80

Pickup Type Effect: 60

Bouncing Puck Receptions: 32

                                PUCK CONTROL

Incidental Contact Puck Loss: Stick, Legs and Body

Incidental Stick Contact Immunity: 0

Puck Control: 21

Deking Impact: 39

Spin Deke Impact: 39

Skating Impact: 41

                                 GOALIES

Goalie Cover Frequency: 45

Goalie Passing: 70

Goalie Cross Crease Reaction Time: *50

Goalie Save Reaction Time: 50

Goalie Deflection Reaction Time: 50

Goalie Screen Effect: 60

Goalie Screen Persistence: 60

                                  CHECKING

Board Effect Non-Puck Carrier: 50

Board Effect Puck Carrier: 50

Hitting Assistance: 10

Stumble Threshold: 50

Aggression: 50

Hitting Power: 50

Size Effect: 25

Speed Effect: *33

Checking/Balance Rating Effect: 83

Preparedness Effect: 51

Incidental Contact Effect: 20

Poke Checking Range: 0-5

Poke Checking Accuracy: 30

Poke Checking Power: 50

Stick Lift Effectiveness: 50

                                  PENALTIES

CPU Penalties: 49-55

CPU Teammate Penalties: 49-55

Tripping: 49

Slashing: 50

Elbowing: 20

High Sticking: 50

Cross Checking: 50

Boarding: 50

Charging: 50

Delay of Game: 50

Holding: 50

Hooking: 50

Interference: 83

*Subject to change

Recent Game (11/07) Statistics: 8 minute period

EA SPORTS™ NHL® 18 (6)

Video:

 

8 Min periods statistics. Had another game where I lost 5-3, with the same amount of shot being taken.

EA SPORTS™ NHL® 18 (3)

FLA DET

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NHL 17 – Realism Sliders – July 2017

GENERAL

*Game play Version: Always save a new one

Game Style – SIMULATION (WILL BE CUSTOM AFTER TWEAKS)

Attribute Effects: 6

Broken Stick Frequency: 30

Game Speed: 2/6

Fatigue Effect: 60

Fatigue Recovery: 47

Injury Occurrence: 49

SKATING

Back Skating: 60

Hustle Type: Authentic

Puck Carrier Agility: 60

Puck Carrier Skating: 60

Player Acceleration: 65

Skating Speed: 60

Skating Agility: 70

SHOOTING

One Timer Accuracy: 42

Shot Accuracy: 45

Shot Power: 50

Slap Shot Accuracy: 42

Slap Shot Power: 50

PASSING

Manual Passing: On

Pass Assist: *50

Pass Speed: MIN: 37 – MAX: 60

Saucer Pass Speed: *50

Pass Accuracy: 50

Pass Interceptions: 80

Pass Reception Ease: 19

Reception Reaction Time: 60

Puck Control Rating Effect: 51

Puck Speed Reception Effect: 80

Pickup Type Effect: 60

Bouncing Puck Receptions: 32

PUCK CONTROL

Incidental Contact Puck Loss: Stick, Legs and Body

Incidental Stick Contact Immunity: 4

Puck Control: 20

Deking Impact: 47

Spin Deke Impact: 33

Skating Impact: 33

GOALIES

Goalie Cover Frequency: 45

Goalie Passing: 70

Goalie Cross Crease Reaction Time: *50

Goalie Save Reaction Time: 50

Goalie Deflection Reaction Time: 50

Goalie Screen Effect: 60

Goalie Screen Persistence: 60

CHECKING

Board Effect Non-Puck Carrier: 45

Board Effect Puck Carrier: 46

Hitting Assistance: 10

Stumble Threshold: 50

Aggression: 50

Hitting Power: 50

Size Effect: 70

Speed Effect: 49

Checking/Balance Rating Effect: 84

Preparedness Effect: 51

Incidental Contact Effect: 21

Poke Checking Range: 1

Poke Checking Accuracy: 30

Poke Checking Power: 45

Stick Lift Effectiveness: 80

PENALTIES

CPU Penalties: 73

CPU Teammate Penalties: 73

Tripping: 49

Slashing: 50

Elbowing: 20

High Sticking: 50

Cross Checking: 50

Boarding: 50

Charging: 50

Delay of Game: 50

Holding: 50

Hooking: 50

Interference: 90

*Subject to change

Some sliders I’m not 100% sold on, but will make some changes when necessary and change the date in the title.

NBA Live 15: Damian Lillard New Screen Shot

August 26, 2014 Leave a comment

NBA Live 15: Improved Graphics, Photos + Video

 

 

The NBA Live team released some new screens and footage of them overhauling the graphics for NBA Live 15. Below are some screen shots comparing both NBA Live 14 and 15, and the difference is night and day. If you know anything about art, lighting is everything, and the team is making sure the lighting is correct so that the visuals stand out more so when you ‘re playing the game, it looks like an actual TV broadcast. Scroll down for the photos and the video they released today.

Here are the screens from the blog:
nba-live-15-visuals-1 nba-live-15-visuals-2 nba-live-15-visuals-3 nba-live-15-visuals-4 nba-live-15-visuals-5

These were screen capped from the video below, The Celtics floor looks beautiful.Live15Celtics NBALive15Rim

Graphical Improvements Video:

If you want to check out the article posted today by the team visit: http://www.easports.com/nba-live/news-updates-gameplay/article/nba-live-15-graphics

As always, follow me on twitter @ThaLiveKing

What NBA Live Next Gen Needs To Borrow From Madden 25 Next Gen + NHL 14

October 19, 2013 Leave a comment

Two features that they introduced in Madden 25 Next Gen, can work in NBA Live Next Gen

War in The Trenches: QB Blocking

– You notice the physicality of the line in football in general, NBA Live can adapt this to their half court offence problems and make it more of a physical game. NBA Live focuses too much on a finesse game, that’s why their half game, slow down offence doesn’t work properly. If they can find a way to keep the canned animations out but still find ways for the player interaction in the paint to be physical, add some weight to the players, hard falls. It can work. Maybe call it “War In The Paint” have a similar idea. Blocking and attempting blocks on a player is physical down in the paint,

Step Locomotion: True Step

– This feature alone will probably help reduce the point guard domination that has plagued the Live series over the years. How? It can help keep the defender in front of the ball handler a lot better than past game where they made you press and hold a button to cheat on defence. If you notice in the Live 14 game play trailer, players reacting to the bounceTek dribble moves, the feet movement on defence is non-existent. True step, if done right in a basketball game, can change everything involving player movement.

I still believe NBA Live needs better contact animations in the paint, to also go with the lack of help defence seen in the trailer. Which leads to my next idea

Rag Doll Collision Feature from NHL/FIFA : (Video) http://www.youtube.com/watch?v=gNWRrtPHyRc

Having this tech will help player fall down more after contact. The harder the hit, the more extreme it would look, but keeping it realistic and not too arcady. Imagine players colliding mid court and the ball goes loose for the taking, or having KG set a hard screen down on the baseline to free up Paul Pierce or Joe Johnson. It just adds more realism and authenticity to the game play.

NBA Live ’09: Rating System, Root of the Animation Problem In NBA Live Series?

September 30, 2013 Leave a comment

The answer is simple, get to the root of the problem, and slow down the animations. Back when NBA Live 09 came out, the development team gave us the ability to edit all ratings of players in the game (See picture below).

Player Ratings

During one of my game sessions, I was annoyed how the players were moving; there was a specific animation that was pissing me right after the inbound. Whenever the point guard caught the inbound pass after a bucket, he turned around so quick every time, and it just looked so unnatural. At some point I exited the game, and started to look at all the ratings in the game. I noticed an athleticism section and it showed all the ratings that involved athleticism, like speed, quickness, lateral movements, and I started turning down some of the ratings of the Atlanta Hawks players. I saw how some ratings were in 90’s and 80’s range, and just turned them down (-20 or -30 in some cases) without caring about overall ratings. After I was done tweaking, I then went into a game with the Hawks to see if the player movement would change, and noticeably, they did, I didn’t notice them right away, I had to go back a few times and tweaked here and there, but you get the idea. Players started to move slower on the court, but the actions looked more realistic on the court than it did before. I noted all the changes I did universally on paper, and then applied it to all the teams, It took a while, but I ended being satisfied with the game afterwards because the animations looked more realistic, and it started to look like real basketball. If only the development team gave us the ability to take out certain animations it would have been perfect. They also had ratings on the mentality of players, so if players didn’t react to a rebound you would just turn up the defensive board awareness and it would work. Something that simple made me enjoy the game even more.

Going into the next generation of basketball games, I know, the development team will lock all the abilities to edit ratings and in game stuff due to the synergy feature. It’s tied to the rating system somehow, but down the line, if you want the game to flow like a real NBA game, player animations have to be slower than the current setting you have them at. If you have a player like Jeff Teague and you set his speed rating to 99 because he’s fast, and in the game he moves unrealistically fast, similar to a torpedo, you have to change the way the speed settings works because it won’t look realistic. Instead of having the rating system from 1-100, maybe have it from 1-50. Player movement to me is much more important than having someone rated 93 overall, it just looks good on paper and feeds the egos of many. I asked one of the development guys when I was at EA Studios last year if the rating system is somewhat tied to the animations, he said no, but I didn’t believe him because when I was playing NBA Live 13, there was the same issues with certain animations being too fast and looking unnatural, so I didn’t believe him. So basically I’m sticking to my theory until proven wrong.

I’m going to compare two videos right now, the 1st video is the leaked video of NBA Live 13, and the 2nd video is of NBA Live 09 with my tweaked “Athleticism” ratings, and you tell me which player movement looks better. Also, before you start ripping how shit both games look, I’m not saying look at that, I’m saying look at the way the players move up and down the floor, and react in the half court, and compare the two video.

NBA Live 13 leaked video:

NBA Live 09 video:

NBA Live 14: Next Gen Trailer

*Notice how they slow down the animations in this trailer proving my point*

I may not be correct on my theory, but I’ve noticed that slowing down the speed of the game doesn’t affect the animations the way it should, you have to get to the root of the problem whether be in the ratings that’s affecting the stiff movement or something else, it has to be figured out. But once the animations are fluid, you should be able to feel the impact of each collision and have it looking more real, and authentic than ever before!!

-@ThaLiveKing

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