This is completely besides the point, off-topic, and becoming a debate over roster differences rather than roster standards, but if you're interested in seeing gameplay then here's a YouTube channel with video: https://www.youtube.com/user/youALREADYknow247/videos
I'd upload any CPU/CPU video of two teams you chose if you wanted to compare the kinds of issues that can be corrected in the default 2K rosters. Like I said before, send me a PM if you want some detail because that is off-topic as far as this thread is concerned.
Your disregard for factual evidence in previous posts is a pretty good sign that you're not interested in the standards and methods used to create rosters and are more interested in your personal subjective view of what happens on your own console. Most gamers are just like that, lack interest in the details, and very few take the time to understand them. Yet we still see the same threads pop up in the forums week after week of people confused as to why the game isn't "playing right" or why there is "cheese" of some sort.
The thread should go back to discussing the methods we should expect from roster edits and configuration in a simulation basketball game. One of the things that most people have made clear is that they expect aspects such as attributes and tendencies to be data-driven. That would be a great start for 2K13 and beyond.
Trust me on this, if we received a polished and well-configured game out-of-the-box from 2K13 then people like vtcrb, slimm44, and myself would be the MOST satisfied gamers on the forums. I'd gladly trade in the hundreds, if not thousands, of hours of testing, editing, and attempting to reverse-engineer NBA 2K to have been able to enjoy a working Association mode on the release date or even after a patch or two. That shouldn't be asking too much when paying $60-70 and it should be expected from a studio that spends millions to develop, market, and distribute this game.
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