NBA Live 10 Demo (360)
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- sportdan30
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Finally got a chance to try the 2K10 PS3 demo last night. Thanks 2K for allowing MS exclusivity for two weeks.
That makes no sense at all.
Anyways, what a steaming pile of turd that demo was. If it's any indication of the retail game, I am very happy I didn't buy or even rent this game. I don't think it's even close with regards to comparing Live to 2K.

Anyways, what a steaming pile of turd that demo was. If it's any indication of the retail game, I am very happy I didn't buy or even rent this game. I don't think it's even close with regards to comparing Live to 2K.
- dbdynsty25
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It's not. 2K demos are notoriously sh*t. The real game is actually very good. I still like Live a bit better, but not necessarily because it's a better game...it's just a little more fun right now.sportdan30 wrote:Finally got a chance to try the 2K10 PS3 demo last night. Thanks 2K for allowing MS exclusivity for two weeks.That makes no sense at all.
Anyways, what a steaming pile of turd that demo was. If it's any indication of the retail game, I am very happy I didn't buy or even rent this game. I don't think it's even close with regards to comparing Live to 2K.
I actually liked the 2K demo this year. The PC version is the sh*t this year, looking forward to the 360 version.dbdynsty25 wrote:It's not. 2K demos are notoriously sh*t. The real game is actually very good. I still like Live a bit better, but not necessarily because it's a better game...it's just a little more fun right now.sportdan30 wrote:Finally got a chance to try the 2K10 PS3 demo last night. Thanks 2K for allowing MS exclusivity for two weeks.That makes no sense at all.
Anyways, what a steaming pile of turd that demo was. If it's any indication of the retail game, I am very happy I didn't buy or even rent this game. I don't think it's even close with regards to comparing Live to 2K.
- sportdan30
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Interesting. I'll eventually try out the retail version in that case. Hard to describe, but everything in the demo felt strange. The ball itself after being shot seemed like it was on a string, there was a detachment in terms of control of the players, graphically it wasn't even close to being on par with Live (some of the faces in the crowd were flat out scary looking). Now granted, there was no commentary, but this wasn't even close to the 2K b-ball games I remember.
- dbdynsty25
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- dbdynsty25
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I tried both the Live and 2k demos last night. I still like 2k better, but part of that is because I'm familiar with the controls. Live has come a long way, though, and it's one of those years where you can make good arguments for either title.
I wish I had more time for an NBA game, but I think I'm passing on both of these and going to give NCAA 10 a try. Haven't played a college hoops game since 2k7 and I'm looking for a change of pace.
I wish I had more time for an NBA game, but I think I'm passing on both of these and going to give NCAA 10 a try. Haven't played a college hoops game since 2k7 and I'm looking for a change of pace.
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Next to The Show, this is my sports game of the year. It's fun, challenging, and things feel organic and realistic enough that I'm not pulling my hair out in frustration. This is also coming from someone who couldn't stomach this series for years.
EA has really stepped it up this year with all of their sports releases.
EA has really stepped it up this year with all of their sports releases.
I was one of the few who actually liked last years effort. It was a really fun BB game. Just got my TRU freebie game so if anyone wants to take out their frustrations on me shoot me a request.AJColossal wrote:Next to The Show, this is my sports game of the year. It's fun, challenging, and things feel organic and realistic enough that I'm not pulling my hair out in frustration. This is also coming from someone who couldn't stomach this series for years.
EA has really stepped it up this year with all of their sports releases.

Played my first game and I really like it so far. I thought Live 09 showed a big improvement over Live 08 and this one has done the same over Live 09. What has been said is true, player models and animations look better in 2K10 whereas the gameplay feels tighter in Live 10.
In Live 10 you have to pass carefully cause the AI will jump in the passing lane and steal your passes. If you just try and shoot and aren't careful they'll block your shots.
I also like how momentum plays out in Live 10. If the AI gets the early lead I found that your shooting etc is more difficult. OTOH if you take the lead you can put and keep the pressure on the AI.
My biggest concerns were free throws and they have been fixed. They are no longer automatic as it appears the FT meter is based on your player stats and will charge up quicker or slower depending on the player. Has anyone confirmed if this is the case? Would be cool if it is the case. I even missed several FT's which never happened last year.
The framerate on the 360 version is liquid smooth. Anyways props to EA for really closing the gap and put the pressure on 2K to produce an even better product.
In Live 10 you have to pass carefully cause the AI will jump in the passing lane and steal your passes. If you just try and shoot and aren't careful they'll block your shots.
I also like how momentum plays out in Live 10. If the AI gets the early lead I found that your shooting etc is more difficult. OTOH if you take the lead you can put and keep the pressure on the AI.
My biggest concerns were free throws and they have been fixed. They are no longer automatic as it appears the FT meter is based on your player stats and will charge up quicker or slower depending on the player. Has anyone confirmed if this is the case? Would be cool if it is the case. I even missed several FT's which never happened last year.

The framerate on the 360 version is liquid smooth. Anyways props to EA for really closing the gap and put the pressure on 2K to produce an even better product.
- dbdynsty25
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Shaq's freethrow "sweet spot" is more like a "sweet sliver of a hair" space.dbdynsty25 wrote:I don't think the free throw meter moves any faster, however, the green "sweet" spot is significantly smaller for the crappy shooters and bigger for the better.

I picked up the PS3 version this weekend and am loving it. I just wish they'd make that little scoreboard thing in the lower right corner of the screen bigger. I can barely read it on my 25" TV. Am I the only one in the world that doesn't have a 72" TV?
- ScoopBrady
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Got this from the IGN boards. A patch is out and it addresses the following:
Backdown button is back. Enabled right thumbstick click to toggle between face up and backdown postures.
BUG FIXES:
Smooth out some of the hitchiness in the gameplay by tuning blend times for passes as well as some various fixes for blend pops across the board.
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 offball.
Put the ball handler into protect dribble if the onball 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 offball 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 offball 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 boxouts. 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 (ie. jittery movement)
Fixed a bug that would cause certain offball 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 offball 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.
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.
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 offball 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 onball 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 offball 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 pumpfaking multiple times in succession, the AI will stay down.
Other fixes:
Resolved an issue where the DNA Streak would sometimes show an incorrect value
Resolved several issues which caused Instant Replay to run out of memory
Corrected an issue where PPG points were incorrectly calculated in adidas Live Run
Resolved an issue where users with many friends who have played NBA LIVE 10 may experience crashes during log in or post game.
Resolved an issue with lobby rooms where a user may crash after soaking in the room.
Replay montages should now scale to be full screen
Corrected an issue where users would sometimes see their target under teammates instead of their check in adidas Live Run
Corrected an issue where there was a missing option to not show again on the “Dynamic DNA Not Updated” screen
Resolved an issue where the game would hang if multiple users left a full Online Team Play session and the session filled up again
Corrected an issue on the Dynamic Season Team Record screen where an incorrect team would appear
Resolved an issue where the game would rarely hang after exiting the first game of a Dynasty season if the user entered Rookie Scouting during the off-season
Gameplay exploit fix. 3 pt step back completion rate.
Backdown button is back. Enabled right thumbstick click to toggle between face up and backdown postures.
BUG FIXES:
Smooth out some of the hitchiness in the gameplay by tuning blend times for passes as well as some various fixes for blend pops across the board.
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 offball.
Put the ball handler into protect dribble if the onball 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 offball 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 offball 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 boxouts. 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 (ie. jittery movement)
Fixed a bug that would cause certain offball 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 offball 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.
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.
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 offball 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 onball 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 offball 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 pumpfaking multiple times in succession, the AI will stay down.
Other fixes:
Resolved an issue where the DNA Streak would sometimes show an incorrect value
Resolved several issues which caused Instant Replay to run out of memory
Corrected an issue where PPG points were incorrectly calculated in adidas Live Run
Resolved an issue where users with many friends who have played NBA LIVE 10 may experience crashes during log in or post game.
Resolved an issue with lobby rooms where a user may crash after soaking in the room.
Replay montages should now scale to be full screen
Corrected an issue where users would sometimes see their target under teammates instead of their check in adidas Live Run
Corrected an issue where there was a missing option to not show again on the “Dynamic DNA Not Updated” screen
Resolved an issue where the game would hang if multiple users left a full Online Team Play session and the session filled up again
Corrected an issue on the Dynamic Season Team Record screen where an incorrect team would appear
Resolved an issue where the game would rarely hang after exiting the first game of a Dynasty season if the user entered Rookie Scouting during the off-season
Gameplay exploit fix. 3 pt step back completion rate.
I am a patient boy.
I wait, I wait, I wait, I wait.
My time is water down a drain.
I wait, I wait, I wait, I wait.
My time is water down a drain.
- dbdynsty25
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Damn, that's a hellova list. I only found of few of those big issues, and I'm glad they are fixed.
The passing to out of bounds/ackcourt teammates, the blocked dunk goaltending issue, and the occasional rebound hitting the floor were the only ones that bothered me and those happened way less than once per game. Good to see they've allegedly been fixed.
The passing to out of bounds/ackcourt teammates, the blocked dunk goaltending issue, and the occasional rebound hitting the floor were the only ones that bothered me and those happened way less than once per game. Good to see they've allegedly been fixed.
- dbdynsty25
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Yeah, I don't think I've ever seen a year where the developers are more "accessible" to the public. Whether it be message boards, or email accounts, whatever, it's been great being able to get the public's impressions and concerns into the developers hands to get fixed. Maybe it's just the evolution of the internet or maybe they actually care...I don't know. I like it either way.GTHobbes wrote:Again, God Bless competition. The patch lists for both 2k and Live have been impressive.
- sportdan30
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I would bet you are 100% correct.sportdan30 wrote:I think these developers have done away with video game testers. Now, they send out a game and allow the public a few weeks to find the bugs, and then they simply put out a patch to fix them.
p.s. I am STILL waiting for my gamefly copy!!!! Will one of you f*ckers return your copy already!
