Kidneykid95
Senior List
- May 10, 2023
- 208
- 214
- AFL Club
- Port Adelaide
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Are you on crack? AFL Evo 1 was an abomination. I am a complete tragic for AFL games and I couldn't even go past 2h of gameplay it was so awful. You are talking rubbish.
lol I put in quite a few hundred hours in both Evo 1 and 2. Blow flow far better in game play than AFL 23 has so far. Kicks, hand balls could be chain linked with ease. Marking was very easy as well.
At times I’ve found this but other times I clear it quite well.
I just use the standard camera angle.Any tips?
How long are realistic qtr lengths, camera angle etc
Sent from my iPhone using BigFooty.com
All sports games will have exploits, you can rinse and repeat those to gain great margins but in single player you're just cheating yourself, in online you're an a$$ - we will try to balance, tune, etc. the exploits out of the game but the focus for that is mainly online.I daresay you're one of very few who enjoys beating the AI by hundreds of points consistently. Which may explain why you're the only one who thinks evo gameplay was better than 23.
Not sure how marking being easier is a positive. The mechanic in 23 is very logical, only difference is you don't auto win
I daresay you're one of very few who enjoys beating the AI by hundreds of points consistently. Which may explain why you're the only one who thinks evo gameplay was better than 23.
Not sure how marking being easier is a positive. The mechanic in 23 is very logical, only difference is you don't auto win
All sports games will have exploits, you can rinse and repeat those to gain great margins but in single player you're just cheating yourself, in online you're an a$$ - we will try to balance, tune, etc. the exploits out of the game but the focus for that is mainly online.
The AI in 23 is not very complicated and easy to win against, even on Hardest.
Nothing wrong with thrashing the AI in any game. I recently double perfected every round in the original Street Fighter 2 on the hardest difficulty setting, that was pretty epic.
Marking was a complaint involving 1 and 2.... including by many on this very forum. I found it easy and just like AFL 23 it can be done blindfolded!!
Technically not exploiting if you're just able to clunk the majority of marks and have fast enough reflexes to move the ball along avoiding both normal and teleported tackles!
Obviously skill levels vary, in the single online game of 23 that I played I got belted by several hundred points myself. At least my in score was high and not scoreless lol.
I certainly struggle more when I play Mate Colina in the ruckCertainly don't agree afl 23 is too easy on hardest. But not sure how much of that is due to Richmond's ruck disadvantage
All sports games will have exploits, you can rinse and repeat those to gain great margins but in single player you're just cheating yourself, in online you're an a$$ - we will try to balance, tune, etc. the exploits out of the game but the focus for that is mainly online.
The 2011 AFL game they were trying to imitate was much better.lol I put in quite a few hundred hours in both Evo 1 and 2. Blow flow far better in game play than AFL 23 has so far. Kicks, hand balls could be chain linked with ease. Marking was very easy as well.
AFL 23 has potential but so far it's unrealised, and that's not even factoring in the constant bugs that currently occupy the game.
The 2011 AFL game they were trying to imitate was much better.
That's not true in my case, I was able to hand ball chain away from packs, the game was the best in that area with the use of hand balling. IR Gurus games were all "win ruck, kick, mark, goal" style of games.I wasn't a fan of Live 2011 wayyyy too many stoppages. Again when learning to play the way the AI forces you to it became rather simplistic to move the ball coast to coast.
I thought Live 2004 Premiership Editions AI difficulty was really strong and a decent challenge.
I hear that, I usually play with commentary being very low.Can only put up with Huddo for so long before it becomes worthy of the mute button.
Metres gained would be cool too!Scores from sources would be a great stat to see. Stoppages vs turnovers vs kick ins. Would be a great indicator of game balance too, would ideally want to see turnovers dominate and kick ins very rare
That's not true in my case, I was able to hand ball chain away from packs, the game was the best in that area with the use of hand balling. IR Gurus games were all "win ruck, kick, mark, goal" style of games.
Despite everything, If Big Ant can fix this. They've got my money for the Steam Version and any future games. They'll have proven to me that they can fix a big mess like this in my eyes. If not, Well... They got my money for the PS5 copy... Probably won't get any more of it though.
How many guernseys can 1 custom team have? Should pair each guernsey design with white shorts and shorts with colour if it's possible.BigAntStudios would it be possible to activate front guernsey numbers for Custom teams?
I'm making some TSL guernseys and they as a league have numbers on the front like the WAFL.
View attachment 1709997.
Would also love to instruct defenders/midfielders, etc to run loose forward or wide of the user controlled player once the ball is in the user's possession. Just to present uncontested options.Awesome!
2 quarters further in and the main issues/bugs I've come across are;
- Hitouts as touched on, impossible to win as inferior ruckman and nearly always go to advantage
- Change player - I'm not sure what exactly I want here, but something about the behaviour needs to change. I'm often holding sprint in one direction assuming I will change to X player, but then it takes me to Y player and I sprint nowhere and the player takes sooo long to recover even after I change player again
- Ground balls. As others have said, these feel so scripted at times. I'll run straight over the ball for no reason and then a player behind me will pick it up.
- Still getting the handball direction/power glitch. And player stuck in mud when receiving handball for no apparent reason.
- Lastly, tackling. Easy enough to lay tackles but the AI gets such clean kicks and handballs out of tackles. Kick it 45m to a pinpoint target or nail a handball backwards to a teammate every time.
- Kind of related to above point, I think the logical best way to defend in contest in this game would be to use the FIFA style "call defender button". It's way too chaotic and unpredictable with change player to be able to steer your players in the contest to tackle efficiently. I would much rather control a player slightly off the ball to either guard space, OR create an option when it looks like I'll win the clearance. This is how I play Fifa and I assume many others do, as a lot of the art of defending is positioning rather than the coralling/tackling. Also given there really is no 'on-the-ball pressure' in this game there is little to gain by trying to defend the ball carrier, I'd still love to see a coralling option where a player being effectively corraled has hugely reduced kick accuracy, and is forced to kick high over the corral. But obviously not expecting this in AFL 23. Would love to see the 'Call Defender' type button though, it kind of exists anyway if you just change player away from the contest but sometimes would be nice to be able to call the closest player in toward the ball carrier.