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Is it that hard to code in AI to sub out when in foul trouble?

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Old 05-07-2017, 10:06 AM   #9
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Re: Is it that hard to code in AI to sub out when in foul trouble?

Definitely agree with the OP. Ruins the immersion of the game. Players staying in with 3-4 fouls before half time is simply not good enough. Really hoping the attention to detail is there in 2K18. Gameplay and realism should be the number ONE focus.
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Old 05-07-2017, 10:18 AM   #10
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Re: Is it that hard to code in AI to sub out when in foul trouble?

I'm not trying to be flip, but it clearly is hard for them, because it has never been done correctly. Some years it's better than others but there is always problems in this area.

Whatever logic errors causes this issue is probably the same thing that causes all the problems with regular substitution patterns, i.e. starters who aren't in foul trouble being on the bench for the last several minutes of the 2nd and 4th quarters.
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Old 05-07-2017, 11:54 AM   #11
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Re: Is it that hard to code in AI to sub out when in foul trouble?

It shouldn't be hard. It is as simple as coding for priority. Foul trouble takes priority over rotations and fatigue. Not rocket science in the world of coding.

I hate to say it but I think the answer is as simple as the development cycle is very short and they have limited time to come up with new flashy modes and gimmicks that sell games. You can advertise being able to design your own arena, expansion teams, etc. And sell more games. You can't advertise the fact that you fixed an ongoing problem and now the game isn't stupid enough to leave guys with 3 and 4 fouls in before the 2nd half.

Sales are king.
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Old 05-07-2017, 02:42 PM   #12
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Re: Is it that hard to code in AI to sub out when in foul trouble?

Leaving superstars in up 30 points in the 4th with little time left is another very similar problem. It happens in simmed games and in played ones. So if you have injuries on in a myleague.. welp.
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Old 05-07-2017, 04:57 PM   #13
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Re: Is it that hard to code in AI to sub out when in foul trouble?

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Originally Posted by DreamAgain
Leaving superstars in up 30 points in the 4th with little time left is another very similar problem. It happens in simmed games and in played ones. So if you have injuries on in a myleague.. welp.
at least that is midly more complicated. At what point and who do you pull? What constitutes garbage time? Does it matter who the opponent is?

Foul trouble is as easy as it gets though. get 2 fouls by this time, don't play again until this time. Get 3 fouls in the first half, done until half 2.

But yeah it would be nice to see them get garbage time playing time done better.
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Old 10-02-2017, 10:22 AM   #14
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Re: Is it that hard to code in AI to sub out when in foul trouble?

Still a big issue in 2k18.
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Old 10-04-2017, 01:32 PM   #15
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Re: Is it that hard to code in AI to sub out when in foul trouble?

Advanced rotations...advanced rotations...and more advanced rotations. Check out the roster share it's some great rotations on there courtesy of Tim Smooth (xbox) and Insight23 (ps4)...I will also be uploading a ps4 set with tweaks for ps4 under koosa1027. Reassigning minutes to players when injuries occur is also a quick process this year with advanced rotations.

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Old 10-04-2017, 01:40 PM   #16
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Re: Is it that hard to code in AI to sub out when in foul trouble?

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Originally Posted by Koosa1027
Advanced rotations...advanced rotations...and more advanced rotations. Check out the roster share it's some great rotations on there courtesy of Tim Smooth (xbox) and Insight23 (ps4)...I will also be uploading a ps4 set with tweaks for ps4 under koosa1027. Reassigning minutes to players when injuries occur is also a quick process this year with advanced rotations.

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Can you explain this? I thought advanced rotations are the problem. The CPU rigidly follows the rotations and will not consider foul trouble at all. This takes a big element out of the game.
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