Kidneykid95
Senior List
- May 10, 2023
- 208
- 214
- AFL Club
- Port Adelaide
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The bit that confuses me is if Bigant state that PS patches were submitted for testing 4 weeks ago, why all of a sudden that when a steam patch is released the PS patch is released pretty much straight after it. Doesn't make sense to me!
Well that was what I said the only reason that this would be in iteration 1 was from an AFL directive but got told by BA no was their choice, I was baffled but this was before the game was released and was apparently gonna be kick ass.there is exactly 0% chance that any AFL licensed game would be allowed to release without AFLW being in it from the start.
I only played the 2 games this morning but from what I’ve noticed, the ‘stuck in the mud’ is only noticeable when a player is stationary and receiving a handball. On the run it seemed smooth for the first time in a long time.When your player receives the ball do they still slow down a bit or continue running through smoothly. Pre patch I hit a few on the run with a handball and they’d slowdown and others wouldnt
OK so what is a red flag then if focusing on features that 0.5% of the player base are interested in, in front of core ones like management mode, when creating your first AFL game in 10 years with a optimised dev team? The xbox discs getting lost or something clearly was one thing but nah, no one seems concerned even with the game completely borked months later lol, like **** me it's OK to point out the obvious, especially with where we are at.Absolutely was not a red flag.
Plenty of much bigger, redder flags than AFLW.
A non issue for me.
Have you even read the thread?OK so what is a red flag then if focusing on features that 0.5% of the player base are interested in, in front of core ones like management mode, when creating your first AFL game in 10 years with a optimised dev team? The xbox discs getting lost or something clearly was one thing but nah, no one seems concerned even with the game completely borked months later lol, like * me it's OK to point out the obvious, especially with where we are at.
I was here from the start of the other one, so yes. The replies on here that oh that wouldn't have effected it are baffling when clearly things like that did as you have pointed out this threads proof in the pudding (and the previous one - also one that'll go down in BF folklore).Have you even read the thread?
If only someone warned everyone about these red flags before release!The red flags were all there from day one guys. I have zero sympathy for anyone that bought the game.
Out of all the conspiracy theories used to defend big ant this is the one that makes the most sense.there is exactly 0% chance that any AFL licensed game would be allowed to release without AFLW being in it from the start.
Blaming the AFLW inclusion is borderline unhinged.
It has nothing to do with BigAnts failings with the game, and reflects an agenda on the posters behalf.
AFLW was not the problem and hardly took any extra resources, what part of that don't you getRelease a game that works with core features but doesn't have AFLW, Pro Team etc this year
or
Release a game completely broken and unplayable on release with limited management mode, still missing features and questionable playability a couple of month post release but has AFLW and Pro Team etc.
Geez what an agenda, * reading this thread who'd think it's not a red flag to work on things outside the core game, it's going so well. Yeah though, you couldn't see it coming right?
the inclusion of AFLW had no impact on the core features.Release a game that works with core features but doesn't have AFLW, Pro Team etc this year
or
Release a game completely broken and unplayable on release with limited management mode, still missing features and questionable playability a couple of month post release but has AFLW and Pro Team etc.
Geez what an agenda, * reading this thread who'd think it's not a red flag to work on things outside the core game, it's going so well. Yeah though, you couldn't see it coming right?
That's just plain wrong but anyway whatever I can't be bothered arguing more my point. The current games state proves it so.AFLW was not the problem and hardly took any extra resources, what part of that don't you get
it was always going to be in the game at launch because of the game being licensed by the AFL
it's not plain wrong mate, it's 100% factual.That's just plain wrong but anyway whatever I can't be bothered arguing more my point. The current games state proves it so.
I think it’s fairly obvious that there were multiple red flags from the get go. However I wouldn’t imagine AFLW being implemented causing other development issues. It’s essentially a copy paste of AFL but with woman’s attributes. On top of that, as someone else mentioned earlier, it would have most likely been a directive from the AFL themselves. I can’t imagine they’d be very pleased with an AFL game without AFLW in this day and age. It would be way too controversial and if we’ve learned anything over the past decade, it’s that even the smallest things in life can be blown way out of proportion.Release a game that works with core features but doesn't have AFLW, Pro Team etc this year
or
Release a game completely broken and unplayable on release with limited management mode, still missing features and questionable playability a couple of month post release but has AFLW and Pro Team etc.
Geez what an agenda, * reading this thread who'd think it's not a red flag to work on things outside the core game, it's going so well. Yeah though, you couldn't see it coming right?
Read through the 7000 pages in this thread and the 15,000 across the other two and you’ll find your answers.OK so what is a red flag then if focusing on features that 0.5% of the player base are interested in, in front of core ones like management mode, when creating your first AFL game in 10 years with a optimised dev team? The xbox discs getting lost or something clearly was one thing but nah, no one seems concerned even with the game completely borked months later lol, like * me it's OK to point out the obvious, especially with where we are at.
I'll clarify my one last point.. I was referring to the resourcing as a red flag not blaming it for the entire game being shite. My own rushed reply, I couldn't understand why everyone was teeing off on that but I'll own that, I screwed up a quick reply there and yeah I'm certainly not arguing that.That's just plain wrong but anyway whatever I can't be bothered arguing more my point. The current games state proves it so.
Apparently the main gripes are still exiting though e.g. stuck in mud, turning circles etc.Just played a game on ps5 with the new patch it has improved just slightly still heaps of improvements to go
Was really hoping for some significant management improvements.I think the gameplay is now the best it's ever been. I'll need to test out playing against the AI a bit more but against another person it's a lot of fun, even if there are still some small issues here and there.
Management on the other hand still has way too many glaring issues. I simmed through a season in a new save with Gold Coast to see what's changed in the last patch and ran into some of the major issues which have been around for a while now as well as some new ones.
- Player stats don't make a whole lot of sense still. Daniher won the coleman which is fine but the other top goalkickers were midfielders.
- AA team is no longer just the highest rated players but the selections now seem very random. Levi Casboult made it with 12 goals in 18 games while the coleman medallist missed out (also it's only 18 players rather than 22).
- Delistings after the trade period are still totally broken. Josh Dunkley, Josh Daicos, Tom Green, Hayden Young, Sam De Koning all delisted plus plenty of other good players who would never be delisted in real life (also Gryan Miers who made the AA team).
- The really good delisted players don't appear or get picked in the national or rookie drafts and start season 2 playing in the state leagues. Saw some players who retired like Seedsman and Docherty in the VFL at the start of season 2 as well.
- You can't see the height of draftees at the draft aside from the three suggested players. Heights also don't make much sense, like 186cm rucks.
- The highest overall/potential draftees don't get taken at the start of the draft. In mine they were taken at picks 9, 16 and 26. And for some reason (I assume because teams delist so many players) the national draft was 166 picks and the rookie draft was 60 picks
And that's just the main issues I noticed. Hopefully this stuff gets fixed because some of it completely wrecks management mode.
Good god.Player stats don't make a whole lot of sense still. Daniher won the coleman which is fine but the other top goalkickers were midfielders.
- AA team is no longer just the highest rated players but the selections now seem very random. Levi Casboult made it with 12 goals in 18 games while the coleman medallist missed out (also it's only 18 players rather than 22).
- Delistings after the trade period are still totally broken. Josh Dunkley, Josh Daicos, Tom Green, Hayden Young, Sam De Koning all delisted plus plenty of other good players who would never be delisted in real life (also Gryan Miers who made the AA team).
- The really good delisted players don't appear or get picked in the national or rookie drafts and start season 2 playing in the state leagues. Saw some players who retired like Seedsman and Docherty in the VFL at the start of season 2 as well.
- You can't see the height of draftees at the draft aside from the three suggested players. Heights also don't make much sense, like 186cm rucks.
- The highest overall/potential draftees don't get taken at the start of the draft. In mine they were taken at picks 9, 16 and 26. And for some reason (I assume because teams delist so many players) the national draft was 166 picks and the rookie draft was 60 picks