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|  09-01-2016, 06:09 PM | #201 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
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|  09-01-2016, 06:10 PM | #202 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
             
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|  09-01-2016, 06:11 PM | #203 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
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|  09-01-2016, 06:15 PM | #204 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
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|  09-01-2016, 06:15 PM | #205 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
             
                __________________ HATE LOSING MORE THAN I LOVE WINNING! NBA 2K11 XtremeXplicit Crew Ranked 35 Check us out: http://www.youtube.com/jroccdagameboy | 
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|  09-01-2016, 06:19 PM | #206 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
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|  09-01-2016, 06:23 PM | #207 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
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|  09-01-2016, 06:24 PM | #208 | 
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                Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang
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 The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.
 The only features that might manifest themselves as rubberbanding would be the hot/cold streak system (which has zero knowledge of time and score) and ACE. I think what happens with a lot of people is that they tend to let up when they have a big lead, or vice versa, tend to concentrate more when they're trailing. Executing poorly could lead to an increase in cold streaks while concentrating would tend toward hot. So you'd see runs in either direction there. ACE is, by nature, an adaptive system. So whether it's the offensive AI learning what's successful and continuing to exploit it, or the defensive AI adjusting to your gameplan and stopping you, that might also look like rubberbanding? Not sure what else to say. The only explicit rubberband code that was ever in 2K since I've been here is the Clutch Factor stuff from circa 2K5. But that was eliminated LONG ago.




