Multiplat AFL 23 - Part 2 with added Pro Team

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I reckon before you muck about with game speed, fix responsiveness and see if speed is still an issue.

EDIT: And teleporting tackles, handballs etc. Fixing these fundamental issues might negate the need to fiddle with game speed

Hell, even acknowledging they're an issue would be nice. Seems to be so much focus on faffing about with goal kicking mechanics for example, at the expense of actual bugs.
Making it so you can move similar to Live 2011 would be the best, rotating and moving back and forward on your mark line I want to see back, too.
 
Cricket chat in the cricket thread pls.

HOWZATTTTTTTTTTT

or wait sorry footy related only

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:p
 

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Is ross even in the cricket thread it appears very dry with only two pages
🤷‍♂️ Up to him if he wants to engage in that thread, but either way, cricket content doesn't fit here.
 
Please don’t turn the game speed down people complaining so much still it got to start to becoming a personal skill issue. If it turns down it’ll be slow and sluggish.

It’s great to break out of the centre with a couple of quick handballs and a kick hitting the forwards on the chest, or rebounding down the wing on a switch. It should be turned down or offered to be turned down by a slider as everyone is going to have various speeds that they would like the game to play.

As others have said if control responsiveness is fixed it’ll play a lot easier.
No one's complaining about the speed, it's also not a skill issue.

No one wants the game to be snails pace, but slowed down just a smig in congestion to see what is going on and have time to work out what you want to do without button mashing. Open play in general moves at a good pace.

On VOG-L09 using BigFooty.com mobile app
 
Not that I’m technical in this way at all, but wouldn’t responsiveness be determined by the games engine and can’t easily be adjusted?
The engine is in-house so we can modify. It's a balance between twitchy animation and responsiveness (do you snap out of animation or let animation play out).
 
For those that have noticed the cross-play for PS4/PS5 not being available ATM, we can only have players on the same version playing online - it will be unavailable until the versions get back into alignment.
 
The engine is in-house so we can modify. It's a balance between twitchy animation and responsiveness (do you snap out of animation or let animation play out).

I think most people would prefer wonky animations to throwing their controller because they have to wait for a canned animation to play out so there's nothing they can do to influence the play.
 
Slowing the game down seems like a hack job solution to the fundamental issue of a lack of responsiveness.

Kinda like WW hardcoding a loose man in the pocket for every single kick in after a behind.

Would prefer the stuck in mud feeling to be fixed properly, rather than everyone simply slowed down.
Yep this dude! Get the game play spot on, I personally have not been having issues due to it being too fast. My issues are players morphing, players getting stuck in a box around other players (this has improved tho)
 
For those that have noticed the cross-play for PS4/PS5 not being available ATM, we can only have players on the same version playing online - it will be unavailable until the versions get back into alignment.
Any ETA on when PC/Console cross-play will be implemented?
 
I think most people would prefer wonky animations to throwing their controller because they have to wait for a canned animation to play out so there's nothing they can do to influence the play.
I think most people would agree with you. But the problem is then you will get some people complaining that the animations don’t look right. Which may ruin the experience for them.. That’s why it’s a tight balance. But I guess you can’t please everyone.
 

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I think most people would prefer wonky animations to throwing their controller because they have to wait for a canned animation to play out so there's nothing they can do to influence the play.

Does feel like there's a better solution though somewhere. Maybe something to work on for afl 25. Eg an over the head handball animation for the backwards handball. An animation to turn a kick nearly executed into a handball.

The one that currently does need fixing I think is the bounce animation. If you're mid bounce when you finish a kick it just exits the bounce halfway and kicks. This should really change to needing to complete the bounce as there's no way this should be doable.
 
I like the struggle to score (occasionally!), the ebbs and flows of the game can be cool. It's a bit puzzling that I can have a scoring drought of 90 seconds to 3 minutes........... then the flood gates open. I went 2 minutes and 30 seconds without being able to score (the game was a bit aerial ping-pong-y). Then I scored 4 goals in 53 seconds :p.
 
I like the struggle to score (occasionally!), the ebbs and flows of the game can be cool. It's a bit puzzling that I can have a scoring drought of 90 seconds to 3 minutes........... then the flood gates open. I went 2 minutes and 30 seconds without being able to score (the game was a bit aerial ping-pong-y). Then I scored 4 goals in 53 seconds :p.
Just like in the real game perhaps (maybe 2 or 3 and not 4 goals though). Part of me feels that if I was to have an intricate understanding of all the algorithms that it would take the fun out of it. The ebbs and flows seem natural to me.
 
Making it so you can move similar to Live 2011 would be the best, rotating and moving back and forward on your mark line I want to see back, too.
If you tap R2 this allows you to move backwards and forwards on your mark line without playing on, play on is called as soon as you move off your line. I love doing this with kickins as it allows you to move all around the square before playing on.
 
I think most people would agree with you. But the problem is then you will get some people complaining that the animations don’t look right. Which may ruin the experience for them.. That’s why it’s a tight balance. But I guess you can’t please everyone.
100% right. I guess we need to look at whatever the best sports game is and try and emulate that. FIFA is pretty responsive and the animations do not snap around by memory.

Just to complicate things, some fighting games have fixed animation as part of the difficulty and they are all the better for it.

Perhaps there is a middle ground - have the animation but ease off on some of the other modifiers that increase difficulty - the mack truck turning circle, the tackle nerfing because you were sprinting and how 80% of tackles from behind do not stop a goal.

That sounds like a lot of rebalancing but tackle effectiveness is half of it.

Side note - had a game last night where the AI was brutal, lost by 15 goals or something. First time I had seen the AI not begin to miss shots or play less effectively when well on top. This just after I had won a couple on the trot. I think I'm impressed more than anything but it was a really weird experience. Almost my entire score came in the last quarter.
 
Does feel like there's a better solution though somewhere. Maybe something to work on for afl 25. Eg an over the head handball animation for the backwards handball. An animation to turn a kick nearly executed into a handball.

The one that currently does need fixing I think is the bounce animation. If you're mid bounce when you finish a kick it just exits the bounce halfway and kicks. This should really change to needing to complete the bounce as there's no way this should be doable.
It really needs to be in this iteration, or there may not be an AFL24 or 25. Gotta make this game balanced and enjoyable for the masses if there’s any hope of selling an updated version
 
Just like in the real game perhaps (maybe 2 or 3 and not 4 goals though). Part of me feels that if I was to have an intricate understanding of all the algorithms that it would take the fun out of it. The ebbs and flows seem natural to me.

I know, I just find how it works interesting. I don't always want to dominate the game from start to finish (even though it's a motivation in some ways). Also depends on the quarter length. the longer the quarter, the better the chance to swing back the momentum.

Side note - had a game last night where the AI was brutal, lost by 15 goals or something. First time I had seen the AI not begin to miss shots or play less effectively when well on top. This just after I had won a couple on the trot. I think I'm impressed more than anything but it was a really weird experience. Almost my entire score came in the last quarter.


That has happened to me from time to time, (well when the difficulty was being adjusted patch by patch early on). I'd struggle to score for most of the match, but (replicating the foot being off the pedal by the opposition/when in "red time") I'd score 3-4 goals to end the quarter making the scoreline more respectable than it really was.
 
If you tap R2 this allows you to move backwards and forwards on your mark line without playing on, play on is called as soon as you move off your line. I love doing this with kickins as it allows you to move all around the square before playing on.
I thought hitting R2 was play on straight away?
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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