beegees wrote:I enjoyed your article. All is well.
On all counts, except the third match. I've been playing for a long time in the NBA Live 04-06, especially in 2005. But is there for maximum realism playing at star / superstar. So. At this level of complexity is very difficult to hit free throws. Percentage of implementation is less than 50% even recognized snipers, while the big players (PF, C), it tends to zero. So hard to get beat laptop because it does not commute 10-15-20 points per game on just fine. What is not realistic.
It would be wise to use something like the free throw system of NBA Live 08, and the best of NBA 2K13. Just out of NBA 2K13 would like to throw a penalty not choose the right time to shot (as predlaget default in the game and in online matches required), because that's just annoying players, their nervous and interest popodany I well below forecasts of the real statistics of players and most of the real interest of free throws from the statistics of players (which can now do other things for a single game NBA 2K13). And for special shots done by a separate button or key combination.
benji wrote:The issue with AI, at least to my archaic understanding, is that it's quite simple to create one that will shut you down and destroy you on the offensive end. The problem is creating one that acts like actual individual basketball players who have flaws.
And that goal is such a different one that it would take far too many resources to make the AI "smarter" or "dumber" on each levels, leaving the attribute boosts.
Although it's not just basketball and certainly not just sports games that use this method for setting difficulties. You can generally only afford to balance a game for one difficulty, maybe two.
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