NBA Live Sliders

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Slider Settings in NBA Live 07

Sliders in NBA Live are used to control and adjust elements of gameplay, such as the game's speed, field goal percentages and the frequency of foul calls. They were first implemented in the series in NBA Live 2004 as a means of customising the game's performance to suit the needs and expectations of individual players.

There are three sets of gameplay sliders. Global Sliders control aspects of the game that apply to both human users and the CPU, such as the frequency of fouls and the game speed. User Sliders only affect frequency and performance for the human user while the CPU Sliders govern these same aspects for a CPU controlled team.

Contents

Old Sliders Definitions[edit]

The following is a brief explanation of the individual sliders and their effects on gameplay. These sliders relate to the PC and Playstation 2 versions of NBA Live 2004, NBA Live 2005, NBA Live 06, NBA Live 07, NBA Live 08 and the PS2 version of NBA Live 09.

Global Sliders[edit]

These are the settings that affect both the User and CPU teams.

Game Speed[edit]

Controls the overall speed of the game. Lower settings are usually preferred since the higher settings will result in a faster, more up-tempo game that most fans consider to be too arcade-like since players can move up and down the floor more quickly.

Free Throw Difficulty[edit]

Controls the difficulty of free throws. The higher the slider, the smaller the margin for error and the more difficult it is to make free throw attempts.

Boundary Force Field[edit]

This refers to an invisible "force field" on the court that ultimately determines the likelihood of a player stepping out of bounds or into the backcourt. The higher the slider, the easier it is to tightrope the lines without being whistled for a violation.

Injury Frequency[edit]

Determines the likelihood of injury. The higher the slider, the more likely an injury will occur when there is a collision on a shooting foul. Note that both the offensive and defensive player are at risk of injury in this situation.

Fatigue Effect[edit]

Determines the effect that fatigue has upon the game. Higher settings will result in players tiring quicker and taking longer to recover their stamina. Note that NBA Live 07, NBA Live 08 and NBA Live 09 do not include this slider.

Charge/Block Foul Frequency[edit]

Determines the frequency that charging and blocking fouls will be called. A high setting will result in tighter officiating while a low setting will result in more non-calls.

Shooting Foul Frequency[edit]

Determines the frequency of shooting foul calls. A high setting will result in tighter officiating sending players to the line more often while a low setting will result in more non-calls and fewer free throws.

Reach-in Foul Frequency[edit]

Determines the frequency of reach-in foul calls. A high settings will result in tighter officiating resulting in more reach-in fouls being called while a low setting will allow players to aggressively attempt to steal the ball.

In-air Collision Foul Frequency[edit]

Determines the frequency of foul calls when players are airborne. As with the other foul sliders, the higher the setting the more often fouls will be called while low settings will see more non-calls.

User Sliders[edit]

These sliders control aspects relating to the User controlled team.

User Steal Ability[edit]

Determines the user's ability to steal the ball. The higher the slider, the easier it will be for the user to make steals.

User Interception Ability[edit]

Determines the user's ability to intercept the ball. The higher the slider, the easier it will be to intercept passes resulting in more successful steals.

User Shot Block Ability[edit]

Determines the user's ability to block jumpshots. Higher settings will allow the user to block more jumpshot attempts.

User Dunk/Lay-up Block Ability[edit]

Determines the user's ability to block dunks and layups, with high settings resulting in a greater number of successful blocks.

User Freestyle Effectiveness[edit]

Determines how effective Freestyle moves will be in eluding defenders. Higher settings will allow the user more ease in beating the CPU off the dribble.

User Dunk vs. Lay-up Frequency[edit]

Determines the likelihood of a player attempting a dunk or layup. Higher settings will result in more dunk attempts while lower settings will give preference to layups. This slider is not featured in the User sliders in NBA Live 07 which allows players to select whether they wish to attempt a layup or dunk through the regular controls.

User Substitution Frequency[edit]

Determines how frequently automatic subsitutions are made. A setting of 0 (zero) will disable automatic substitutions. Increasing the slider will result in automatic substitutions being made, with higher settings resulting in more frequent subs.

User On-ball Defense Assist[edit]

This setting determines the level of physical play by the user's team on defense. The higher the slider, the more often the user's players will be able to bump the offensive player and play physical defense. The higher this setting, the more difficult it will be for the CPU to drive to the hoop.

User Offensive Rebounding[edit]

Determines the user's ability to grab offensive rebounds. High settings allow for more offensive boards while lower settings will result in the CPU grabbing the defensive rebound more often.

User Defensive Rebounding[edit]

Determines the user's ability to grab defensive rebounds. High settings allow for more defensive rebounds while lower settings will result in the CPU successfuly crash the offensive boards more often.

User Fakeout Discipline[edit]

Determines the likelihood of the user's teammates being fooled by fakes. The higher the slider, the more disciplined the user's players will be defensively, thus falling for fewer fakes.

User Short Range Shooting[edit]

Determines the user's ability to shoot short range shots. High settings will result in greater success from short range while low settings will result in a greater difficulty shooting the ball and lower field goal percentages.

User Medium Range Shooting[edit]

Determines the user's ability to shoot medium range shots. High settings will result in greater success from midrange while low settings will result in a greater difficulty shooting the ball and lower field goal percentages.

User Long Range Shooting[edit]

Determines the user's ability to shoot long range shots. High settings will result in greater success on three pointers while low settings will result in a greater difficulty shooting the ball and lower field goal percentages.

User Dunk Percentage[edit]

Determines the percentage of dunks that will be successful. The higher the setting, the more successful players will be in completing their dunks.

User Lay-up Percentage[edit]

Determines the percentage of layups that will be successful. The higher the setting, the more successful players will be in completing their layups.

User Adjusted Shot Percentage[edit]

Determines the likelihood of adjusted shots being made. The higher the setting, the better a player's chances of making a shot that he has been forced to adjust.

User On-ball Defense[edit]

Determines the user's team's ability to play tough on-ball defense. Higher settings will result in more effective man-to-man defense making it more difficult for the CPU to beat defenders off the dribble.

User Poor Release Shot Percent[edit]

Determines the chances of a jumpshot with a badly timed release being made. The higher the slider, the more chance a badly timed shot has of being successful.

User Double-team Effectiveness[edit]

Determines how effective double teams will be when utilised by the user. Higher settings allow the user to trap the ballhandler more often and shut down the offense with double teams while lower settings increase the difficulty of effectively using double teams.

User Pro Hop Effectiveness[edit]

Determines how effectively the user can utilise the Pro Hop move. Higher settings will allow the move to be used extremely effectively while lower settings will force the user to pick and choose when to use a pro hop.

User Drop Step Effectiveness[edit]

Determines how effectively the user can utilise the Drop Step move. Higher settings will allow the move to be used extremely effectively while lower settings will force the user to pick and choose when to use a drop step.

CPU Sliders[edit]

These sliders control aspects relating to the CPU controlled team.

CPU Steal Ability[edit]

Determines the CPU's ability to steal the ball. The higher the slider, the easier it will be for the CPU to make steals.

CPU Interception Ability[edit]

Determines the CPU's ability to intercept the ball. The higher the slider, the more often the CPU will intercept passes forcing the user to be more careful with the ball.

CPU Shot Block Ability[edit]

Determines the CPU's ability to block jumpshots. Higher settings will result in the CPU blocking more jumpshot attempts.

CPU Dunk/Lay-up Block Ability[edit]

Determines the CPU's ability to block dunks and layups, with high settings resulting in a greater number of successful blocks.

CPU Freestyle Effectiveness[edit]

Determines how effectively the CPU can utilise Freestyle moves in eluding the user's defense. Higher settings will make the CPU much more difficult to defend.

CPU Dunk Frequency[edit]

Determines how frequently the CPU will attempt dunks. High settings will result in more dunk attempts while low settings will result in more layup attempts.

CPU Substitution Frequency[edit]

Determines how frequently the CPU will make substitutions. A setting of 0 (zero) will result in no substitutions, while increasing the slider will result in more frequent subs by the CPU team. NOTE: Not available in Live 07 for PS2.

CPU Offensive Rebounding[edit]

Determines the CPU's ability to grab offensive rebounds. High settings allow for more offensive boards while lower settings will give the user a greater opportunity to grab the defensive rebound.

CPU Defensive Rebounding[edit]

Determines the CPU's ability to grab defensive rebounds. High settings allow for more defensive rebounds while lower settings will give the user a greater opportunity to successfuly crash the offensive boards.

CPU Fakeout Discipline[edit]

Determines the likelihood of the CPU being fooled by fakes. The higher the slider, the more disciplined the CPU will be defensively, thus falling for fewer fakes.

CPU Short Range Shooting[edit]

Determines the CPU's ability to shoot short range shots. High settings will result in greater success from short range while low settings will result in lower field goal percentages.

CPU Medium Range Shooting[edit]

Determines the CPU's ability to shoot medium range shots. High settings will result in greater success from midrange while low settings will result in lower field goal percentages.

CPU Long Range Shooting[edit]

Determines the CPU's ability to shoot long range shots. High settings will result in greater success on three pointers while low settings will result in lower field goal percentages.

CPU Dunk Percentage[edit]

Determines the percentage of dunks that will be successful. The higher the setting, the more successful CPU players will be in completing their dunks.

CPU Lay-up Percentage[edit]

Determines the percentage of layups that will be successful. The higher the setting, the more successful CPU players will be in completing their layups.

CPU Adjusted Shot Percentage[edit]

Determines the likelihood of adjusted shots being made. The higher the setting, the better a player's chances of making a shot that he has been forced to adjust.

CPU Adjusted Shot Frequency[edit]

Determines how often the CPU will automatically adjust shots, with higher settings resulting in more frequent adjustments.

CPU On-ball Physical Defense[edit]

Determines the CPU's ability to play tough on-ball defense. Higher settings will result in more effective man-to-man defense making it more difficult to beat the CPU's defenders off the dribble and get to the basket.

CPU Poor Release Shot Percent[edit]

Determines the chances of a jumpshot with a badly timed release being made. The higher the slider, the more chance a badly timed shot has of being successful.

CPU Double-team Effectiveness[edit]

Determines how effective double teams will be when utilised by the CPU. Higher settings allow the CPU to trap the ballhandler more often and shut down the offense with double teams while lower settings allow the user to elude double teams more easily.

CPU Pro Hop Effectiveness[edit]

Determines how effectively the CPU can utilise the Pro Hop move. Higher settings will allow the move to be used extremely effectively while lower settings will allow the user to defend against the pro hop more easily.

CPU Drop Step Effectiveness[edit]

Determines how effectively the CPU can utilise the Drop Step move. Higher settings will allow the move to be used extremely effectively while lower settings will allow the user to defend against the drop step more easily.

New Sliders Definitions[edit]

This section refers to sliders included in more recent versions of NBA Live, introduced in the Xbox 360 and Playstation 3 versions of the game. Slider settings that are already covered in the Old Sliders Definitions list are not included in the below list.

User Settings[edit]

User Sink or Swim Effectiveness[edit]

Determines the ability of the user controlled team to perform under pressure. The higher the slider, the less that high pressure situations will affect the user controlled team.

User Defensive Post Strength[edit]

Determines the user's ability to outmuscle players when defending in the post.

User Alter Shot Ability[edit]

Determines the user's ability to alter shots. The higher the slider, the easier it will be to contest shots and force misses without actually blocking the shots.

User Fight Through Screen Ability[edit]

Determines the user's ability to get through screens while trying to keep up with an offensive player.

User Hands in Post[edit]

Determines the user's ability to hold onto the ball in the post. The higher the slider, the easier it will be to catch passes in the post and protect the ball from the defense.

User Hands on Perimeter[edit]

Determines the user's ability to hold onto the ball on the perimeter. The higher the slider, the eaiser it will be to catch passes on the perimeter and protect the ball from the defense.

CPU Settings[edit]

CPU Help-Side Effectiveness[edit]

Determines how effective the CPU is in rotating defensively. The higher the slider, the fewer defensive lapses will occur.

CPU Sink or Swim Effectiveness[edit]

Determines the ability of the CPU controlled team to perform under pressure. The higher the slider, the less that high pressure situations will affect the CPU controlled team.

CPU Close Out Effectiveness[edit]

Determines the ability of the CPU to close out games. The higher the slider, the more difficult it will be to mount comebacks against the CPU.

CPU Defensive Post Strength[edit]

Determines the CPU's ability to outmuscle players when defending in the post.

CPU Alter Shot Ability[edit]

Determines the CPU's ability to alter shots. The higher the slider, the better the CPU will be at contesting shots without blocking them.

CPU Fight Through Screen Ability[edit]

Determines the CPU's ability to get through screens while trying to keep up with an offensive player.

CPU Pass Accuracy[edit]

Determines the accuracy of CPU players' passes. The higher the slider, the fewer turnovers the CPU will commit.

CPU Hands in Post[edit]

Determines the CPU's ability to hold onto the ball in the post. The higher the slider, the more difficult it will be to strip CPU players in the post and fewer CPU passes will be fumbled.

CPU Hands on Perimeter[edit]

Determines the CPU's ability to hold onto the ball on the perimeter. The higher the slider, the fewer passes will be fumbled and the more difficult it will be to strip the ball from CPU players.

Links[edit]