Multiplat AFL 23 - Part 2 with added Pro Team

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Played a few single games on Hardest today with the new patch. Tactics are working well from what I played. Great work BA

With tackling, if you're near the ball carrier, hold R1 to home in + L2 to modify the tackle, and then tap or hold triangle. If I don't hold L2 it normally results in them getting the pass away when tackled. If I don't hold R1 It barely ever tackles. The downside is not being able to sprint while holding R1.

If anyone else knows a better way (on hardest) let me know.

Still some stuck in the mud animations and a few other quirks, but a good patch. Bring on the next!
Haven’t held R1 (actually have never tried this) but it definitely feels like tackles work better when you let go of sprint
 

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Swing for footedness is scaled on difficulty/timing/distance/attributes. Aim left post for lefties, right post for righties.

I have to say people complaining about things being hard really pains me. We've had 25 years of AFL games where you end up winning every game by 100 points on the hardest difficulty. I understand the frustration of missing set shots, just like missing a penalty in Fifa or a free throw in NBA is frustrating, but I want this frustration.

Can't have good moments without bad moments, would much rather have Dylan Grimes very difficult to take a set shot with than have every player feel like Todd Marshall. I'm sure when Grimes has a set shot too he's thinking "Why the **** did the ball swing so hard right like that?"
 
Swing for footedness is scaled on difficulty/timing/distance/attributes. Aim left post for lefties, right post for righties.
So given attributes are a factor for footedness swing, I guess you really need to learn your players to know how wide to put it when you're lining up.
For example, I've noticed Windhager has a fairly straight kick, but Max King (arguably a better set shot IRL) usually swings it a lot.
 
I have to say people complaining about things being hard really pains me. We've had 25 years of AFL games where you end up winning every game by 100 points on the hardest difficulty. I understand the frustration of missing set shots, just like missing a penalty in Fifa or a free throw in NBA is frustrating, but I want this frustration.

Can't have good moments without bad moments, would much rather have Dylan Grimes very difficult to take a set shot with than have every player feel like Todd Marshall. I'm sure when Grimes has a set shot too he's thinking "Why the * did the ball swing so hard right like that?"
Give me some Duncan Kellaway set shot difficulty!
Would be like opening the batting on cricket games with Chris Martin from NZ 😂
 
I have to say people complaining about things being hard really pains me. We've had 25 years of AFL games where you end up winning every game by 100 points on the hardest difficulty. I understand the frustration of missing set shots, just like missing a penalty in Fifa or a free throw in NBA is frustrating, but I want this frustration.
As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....
The difficulty should be getting that precision in the meter.... And the randomness should be shown in the meter somehow.... Like using a smaller strike zone, quicker meter bar, maybe even a later, more-abrupt 'start' time of the meter...along with the suggestion from game_chromosome a while back with an accelerating meter (non-linear speed).

This could all make it more difficult, without making the outcome unknown with the shot.
 
As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....
The difficulty should be getting that precision in the meter.... And the randomness should be shown in the meter somehow.... Like using a smaller strike zone, quicker meter bar, maybe even a later, more-abrupt 'start' time of the meter...along with the suggestion from game_chromosome a while back with an accelerating meter (non-linear speed).

This could all make it more difficult, without making the outcome unknown with the shot.

Yep this. If the game doesn't explain the mechanics well (which seems to be the case) then you HAVE to make it so that if you hit the sweet shot, it's a goal. None of this "oh by the way, don't be afraid to go into the red even though no other game does it that way" tacked onto the bottom of patch notes rubbish.

The difficulty should be built into the meter (players that can't kick well or you're 60m out have a faster meter etc).

Or the mechanics can be explained properly in game with tutorials, training minigames, more on-screen indicators (red target if you're too far out, green if you're in range etc)
 
What are people's preferred tactics of choice, appreciating that everyone plays differently?

BigAntStudios Het Ross what is the preferred tactics set up in the office?
I’ll be doing some trial and error to try and emulate Richmond’s chaos game.
Could be a challenge and that’s more a mental and attack on the ball/surge thing as opposed to a “set up”.
 

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As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....
The difficulty should be getting that precision in the meter.... And the randomness should be shown in the meter somehow.... Like using a smaller strike zone, quicker meter bar, maybe even a later, more-abrupt 'start' time of the meter...along with the suggestion from game_chromosome a while back with an accelerating meter (non-linear speed).

This could all make it more difficult, without making the outcome unknown with the shot.

Yeah this is a fair call. But at the same time if I take a 3 with Dwight Howard (I'm very out of touch in the nba world) and time it perfectly I still expect it to miss most of the time. Wouldn't want to be able to work out the exact timing and have a world where Howard can be a 90% 3 point shooter if you're good enough at the game.

I think the AFL 23 mechanic is fair, but as mentioned could use better explaining. If you learn the swing and flush the timing, you can kick goals with anyone. I actually still think it's too easy and am getting scores like 16.4 most games so would rather see it become harder.

But would really like to see an incentive to NOT take shots as bad kicks for goal. Would like to see this with field kicking too tbh, incentive to handball from a ruckman to a running defender which I'm not sure I've really noticed yet.
 
Yeah this is a fair call. But at the same time if I take a 3 with Dwight Howard (I'm very out of touch in the nba world) and time it perfectly I still expect it to miss most of the time. Wouldn't want to be able to work out the exact timing and have a world where Howard can be a 90% 3 point shooter if you're good enough at the game.

I think the AFL 23 mechanic is fair, but as mentioned could use better explaining. If you learn the swing and flush the timing, you can kick goals with anyone. I actually still think it's too easy and am getting scores like 16.4 most games so would rather see it become harder.

But would really like to see an incentive to NOT take shots as bad kicks for goal. Would like to see this with field kicking too tbh, incentive to handball from a ruckman to a running defender which I'm not sure I've really noticed yet.
Most of the enjoyable games I’ve played I’ve kicked 11.12 or 13.10 and struggled with accuracy to an extent.
Had one game I lost by 4 points and kicked 7.17. Was so entertaining!
 
So checking in this week

Handballs need major rework but the rest of the gameplay is passable?
Management mode still no roadmap?
No editing of players attributes allowed in offline modes yet?
No fantasy draft option in season mode?

Xbox user so unaware of the changes over the last week. Cheers.
 
So checking in this week

Handballs need major rework but the rest of the gameplay is passable?
Management mode still no roadmap?
No editing of players attributes allowed in offline modes yet?
No fantasy draft option in season mode?

Xbox user so unaware of the changes over the last week. Cheers.
Due to the Champion Data contract I doubt you’ll be getting attributes to be editable at any stage.
Don’t think there will be a specific management mode roadmap, they’ll include stuff as it is ready to be integrated.
Fantasy draft would be great but have heard nothing on it.

All guesses, don’t actually know anything!
 
i have noticed in the custom team maker, the south Melbourne song is in the game and i thought it would be a great touch to add the old footscray or fitzroy song in as well. very minor detail but feel it would be appreciated.
 
Due to the Champion Data contract I doubt you’ll be getting attributes to be editable at any stage.

Did Ross ever confirm that the champion data clause is the reason this will never be addressed?
6 weeks post launch today and it’s still baffling now as it was then.
 
Yeah this is a fair call. But at the same time if I take a 3 with Dwight Howard (I'm very out of touch in the nba world) and time it perfectly I still expect it to miss most of the time. Wouldn't want to be able to work out the exact timing and have a world where Howard can be a 90% 3 point shooter if you're good enough at the game.

I think the AFL 23 mechanic is fair, but as mentioned could use better explaining. If you learn the swing and flush the timing, you can kick goals with anyone. I actually still think it's too easy and am getting scores like 16.4 most games so would rather see it become harder.

But would really like to see an incentive to NOT take shots as bad kicks for goal. Would like to see this with field kicking too tbh, incentive to handball from a ruckman to a running defender which I'm not sure I've really noticed yet.
NBA 2K has actually had trouble balancing this at times, there have definitely been patches in game cycles where the best of the best can consistently make shots with any 3pt rating.
 
Did Ross ever confirm that the champion data clause is the reason this will never be addressed?
6 weeks post launch today and it’s still baffling now as it was then.
Not that I’m officially aware of but I would imagine they’ve signed a contract that would (I assume) has repercussions if breached.
Hard to see it being changed.
 
As a user, you want to feel in control though. Like, if you flush it on the meter, you'd like to know it's good....
The difficulty should be getting that precision in the meter.... And the randomness should be shown in the meter somehow.... Like using a smaller strike zone, quicker meter bar, maybe even a later, more-abrupt 'start' time of the meter...along with the suggestion from game_chromosome a while back with an accelerating meter (non-linear speed).

This could all make it more difficult, without making the outcome unknown with the shot.

What they could also do (more annoying to the user than difficult) but have set shots.... make the vibration in our controllers go mental and make the set shot meter shake/vibrate on screen.

For me the difficulty comes more from the distance, the further out the higher chance the ball sprays. I seldom only use the aiming cursor if I'm on an angle that needs adjusting. Even then the majority of my behinds in every game are due to the AI punching the ball over the line.


Had one game I lost by 4 points and kicked 7.17. Was so entertaining!

I would have melted!!! :p
 
Just had a crack at the PS5 version with the new patch. Some improvements but had a lot of rubber banding ( not online ) player control is a bit better but still needs work. handball and kick still not responsive enough, you can handball before being tackled but the ai has decided there is a tackle about to happen so doesnt allow you to handball away, really stops slick plays from happening. would love to be able to handball quickly would make for some awesome link up plays, a quick kick would be awesome as well.

Ai seem to be able to get handball or kick away when tackled although it looks a bit off as it shoots away like a bullet. Scoreboard and stats showing at the breaks is great and tactics seem to work ok
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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