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Originally Posted by Gosens6 |
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Right! Exactly. It seriously feeds into the “rubberband AI” so many people swear is in the game.
With every game against the AI going this way, I’m inclined to think the same as bad as I don’t want too.
It’s happening in the game I’m playing right now. I went up by a bunch.. the AI went on a 13-5 run to tie the game.
BS shot after BS shot going in. It’s like clockwork.
Sent from my iPhone using Operation Sports
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It honestly feels a bit like the overpowered momentum problem I've always had with the game on anything above All Star. Sometimes I can get the AI to shoot poorly as a team, and it actually starts to resemble the variance and cold spells that can feature in an NBA game. But in 2K18, they invariably pick it back up and start shooting lights out even with the worst shooter-- and because players like Roberson are left open intentionally by the AI, a few quick transition threes (like he's Klay Thompson) seems to fuel an AI momentum comeback.
Regardless, I think a fundamental issue is just the inflated wide open shooting of poor shooters that exceeds the wide open shooting of historical shooters in real life. That's just wrong.
And then there's the inflated free throw percentages on higher difficulties too-- which makes little sense to me. Free throw percentages are one of the most stable, best understood, and most easily simulated aspects of basketball. But Superstar difficulty does away with that for an artificial "challenge".
I understand higher difficulty providing better AI. I can even understand a few stat boosts or requiring you to play just a bit tighter with better reactions. But why should the AI just be granted free extra points at the line with poor freethrow shooters because the difficulty is higher? That's not actual
gameplay difficulty-- because it doesn't involve anything that I can actually engage in and do to affect the outcome (outside of trying not to foul, when fouling poor FT shooters is again, a legitimate NBA strategy).
Instead, higher difficulty should only involve making systems that I can interact with more challenging while keeping all other aspects as simulation and realistic as possible, rather than forcing me to play better in other areas while helplessly watching the AI perform better in specific aspects and in an unrealistic, non-sim way.