Multiplat AFL 23 - Part 2 with added Pro Team

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Geez that's good to see at least. St Kilda gave up there and let you have sneaky late ones
Haha yeah... but geez I had to fight for them...
Commentators were well aware of the drubbing… and Garry even made a subtle joke at the start of the last quarter.
AFL 23 - Context Commentary (PS5 Patch 16)


AFL 23 - Context commentary and Garry's joke (PS5 Patch 16)
 
I was thinking the same way, but it does feel easier playing against bad teams from my experience, so maybe it's just the 'overall' rating that looks wrong. Maybe each stat being 80 or 85 is actually a big gameplay difference. Not sure how much truth there is in this, but it does feel different against certain teams or players.

It'd be great to get a breakdown of what each rating represents in terms of gameplay, on that note. For example (without having the ratings in front of me), does something like "contested ball" actually make a difference or is that 95% position? Same with kicking rating, does that actually impact anything? Handpassing, tackling, etc. Maybe something JNT BA could put together for us? Might help to remove some of these concerns that all teams are just generically rated and ratings are ultimately redundant.

Or you could just play the game and see how you go.
I wouldn’t expect official ratings to change any time soon. More likely in a roster update at mid season or for next season or game utterance.

At the other end the ratings start at 25 then 37 so not much scope to differentiate country footy custom teams


On iPhone using BigFooty.com mobile app
 
Some things I noticed today:-

- played two games back to back, with no crash on the PS5.
(They were at Fremantle Oval and TIO, so maybe the smaller crowds allow less of a memory leak? Or maybe this is finally fixed!)
  • Bumping works (kinda)… there’s a bit of a weird animation for both players.
  • Smother button mid-times/mis-placed gives some little animations… hopefully will be useful.
  • got pushed in the back finally… but was called play on immediately (will be reporting as a bug).
 

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He's confirmed a few times that you can't edit official player ratings for management mode - there was talk of being able to clone teams and edit the ratings that way but they can't be used in management mode
I hope they figure it out, he’s compared BA to 2K and then removed the core element of so much of 2K’s offline management mode by handing you a league you can’t edit and that’s rated appallingly.

Afl evo was completely customisable for all its faults, down to throwing every player into a fantasy draft before a custom season. This game is so restrained and tethered weeks after release, what’s going to be the long term appeal?
 
Or you could just play the game and see how you go.
I wouldn’t expect official ratings to change any time soon. More likely in a roster update at mid season or for next season or game utterance.

At the other end the ratings start at 25 then 37 so not much scope to differentiate country footy custom teams


On iPhone using BigFooty.com mobile app

I've played a lot of the game and seen how I went. Still doesn't answer the question what each individual rating refers to. Normally this would be fine as the bigger gaps seen in most sport games provide clear gameplay differences. In this case, there are some differences that are obvious like marking or hitouts, but would love to know what the other ratings do and what a difference of 84 vs 87 means in reality.
 
Haha yeah... but geez I had to fight for them...
Commentators were well aware of the drubbing… and Garry even made a subtle joke at the start of the last quarter.
AFL 23 - Context Commentary (PS5 Patch 16)


AFL 23 - Context commentary and Garry's joke (PS5 Patch 16)


Love most of the contextual commentary. My only complaint is that I'm playing on 2.5 minute quarters in season mode, which obviously results in low scores, and it seems like every other game Garry will say something about the game being low scoring or not pretty to watch.
 
Pretty much destroys management mode for me then. Zero realism if the eagles and roos lists are competitive with the pies and lions, which thanks to the abhorrent player ratings they are.

The lack of confirmation over two weeks from the release date is comical.
Yeah, I tried management mode as North for the rebuilding experience, and after 12 rounds of simming on Hardest they were top of the ladder by two games. Pretty much renders the mode unplayable for me for now.
 
Played some online matches this morning and the only real noticeable difference I found was player controlled movement was a bit more agile. Still some glaring issues, online at least:

- AI movement is still shockingly bad both for and against you which leads to similar plays over-and-over i.e spread the ball to the wings where there’s always 2-3 open players spanned from end-to-end;

- Still vacating the goal square quite often when there’s a kick at goal around 50m out while there’s a mass congregation in centre square (clip attached);



- I’m 100% positive now that the game has already determined if you will take a mark seconds before it actually happens. “It’ll be a goal either way” is a perfect line to show this as it’s said while the balls still in mid-air going to a contested mark (clip attached);


- Quick handballs and kicks can still randomly fly like rockets to different parts of the field.

I do like that when players quit on you, you don’t get booted straight back to the menu now. You go to the match menu where there’s also the addition of a leaderboard point breakdown.
 

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Yeah, I tried management mode as North for the rebuilding experience, and after 12 rounds of simming on Hardest they were top of the ladder by two games. Pretty much renders the mode unplayable for me for now.
Yeah spot on mate.
I had a post asking Ross about how management mode works but it didn't get answered.
But these are the must haves to make management mode worth having:
-genuine difficulty difference between top and bottom teams
-age effecting player stat's (stat's build up to peak between 25-29 years old and start to degrade from 30+)
-realistic player contract lengths (players who are older may only want to sign short term contracts and my point above would help this too.

At the moment and in previous afl titles drafting and bleeding young players into the team has been a complete waste of time.

On SM-S901E using BigFooty.com mobile app
 
Yeah, I tried management mode as North for the rebuilding experience, and after 12 rounds of simming on Hardest they were top of the ladder by two games. Pretty much renders the mode unplayable for me for now.
I’m waiting for the Xbox release and as a complete diehard I can’t believe I’m now second guessing if I’m going to purchase it or not.

IIRC North Melbourne have more players rated at 90 or above than the reigning premiers Geelong.

The fact that this games developers doesn’t fix this up immediately, let alone doesn’t let the players fix it up on their own offline save files is unacceptable. These were featured in afl games going back 16 years ago, and in every iteration since.
Really hoping this is addressed or the validity of their management mode is dogshit.

Not surprised champion data completely ballsed up their assessments of players capabilities though.
Why BA handcuffed themselves to them is a mystery, I’ve never heard of a sporting game’s developers being unable to edit their own game lmao.
 
I really like the commentary in this game, just feels way more relevant to the play then previous games etc.
Honestly, the commentary is so much better than anything we've heard before in an Australian-made sports game.

Some of the contextual stuff, as proved further by BlackMamba's post, is great. There are some funny things here and there, as there are with most sports games, but overall it's pretty darn good.
 
Played a few more games. Yet to get a win on hard on patch 15 or 16. Can hang for a bit but then get slaughtered. Feels a bit cheap when the AI a) has God-like goal accuracy and b) doesn't need to charge kicks like you do so they are, you know, possible.

It's frustrating because there are times when you have like a 4 on 1 and you are confident you should be able to handle it easily, but the controls/movement are so poor and random and tackling is so magnetic that you can never be confident.
 
Played a few more games. Yet to get a win on hard on patch 15 or 16. Can hang for a bit but then get slaughtered. Feels a bit cheap when the AI a) has God-like goal accuracy and b) doesn't need to charge kicks like you do so they are, you know, possible.

It's frustrating because there are times when you have like a 4 on 1 and you are confident you should be able to handle it easily, but the controls/movement are so poor and random and tackling is so magnetic that you can never be confident.
I'd say drop the difficulty.

I have been able to have an 60% win rate on hard.
 
Feel like I can't get a disposal out in a tackle at all now after it being consistent enough yesterday. Plus player responsiveness is still a bit garbage. Would kill to get a quick snap on goal out of an inside 50 clearance.
yeah agree.

one thing I'd like is not having my contolled player turn in the direction he wants to kick. if i want to go laterally, i should be able to run one way, and kick a snap to get the ball to go another way.

happens a few times where they'll snap to a target if you're stationary, but would be cool to press the clearance kick button and get a bombed snap out of a pack when the player is facing the other way
 
I've played a lot of the game and seen how I went. Still doesn't answer the question what each individual rating refers to. Normally this would be fine as the bigger gaps seen in most sport games provide clear gameplay differences. In this case, there are some differences that are obvious like marking or hitouts, but would love to know what the other ratings do and what a difference of 84 vs 87 means in reality.
The imbalance between gradations seems a bit odd to me, why is stop one 25 then 37 and gradations get smaller at the top.
 
BigAntStudios once all the state leagues are in will they be added to management mode as the reserves side? So we can drop and promote players pending on form and injuries?
 
Why are we worried about the darn logos on the field when the AFL affiliated team lists don’t have AFL listed players on them?
I think that could be a positive actually. Assuming simultaneous state leagues are added to career mode, then we'll see players get dropped to the ressies. Might not be good when using teams in play now but I get the feeling they've been designed that way for management mode purposes. Unlike cricket games, there's no linking system in AFL 23 so I believe AFL players are left off VFL rosters to ensure we don't have multiple versions of one player getting drafted and playing in a career
 
I think that could be a positive actually. Assuming simultaneous state leagues are added to career mode, then we'll see players get dropped to the ressies. Might not be good when using teams in play now but I get the feeling they've been designed that way for management mode purposes. Unlike cricket games, there's no linking system in AFL 23 so I believe AFL players are left off VFL rosters to ensure we don't have multiple versions of one player getting drafted and playing in a career

I'm not confident...
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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