Kidneykid95
Senior List
- May 10, 2023
- 208
- 214
- AFL Club
- Port Adelaide
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
No they removed the single player career mode that Ross said would be included in the release.I know their career mode has no depth and was full of bugs but why remove what was already there?
They’re removing it to essentially tell people they’re not going to work on it anymore for this release?
I also felt it was better before the last patch. I moved onto hardest setting jist prior to the last patch and was either just winning or just loosing in most games. Now im getting pumped in most games and just winning maybee 2 or 3 games a season. It was actually reasonably fun even with the bugs before last patch, now it just feels frustating unresponsive and unenjoyable.This is my main frustration at the moment. Seems like it was better in an earlier patch, where the 'next player' selector icon would actually be the next player... but it doesn't seem that way at the moment.
Unfortunately it's too difficult to do the Radial Select quickly in play.... which does seem to work correctly, but I think is better suited to when there's an opposition mark or free kick.
I only play it when I’m struggling to sleep. It actually works better than a sleeping pillPeople still play this trash? Weird
I bought a new PC two months ago and haven't bothered to reinstall the game. Just going to collect dust in the Steam library. What a shitshow this whole thing wasI only play it when I’m struggling to sleep. It actually works better than a sleeping pill
I ended up giving Evo 2 more of a go, not a great game, but crazy how a much lower budget game could at least get the movement right, you're not fighting the controls. Stark contrast with 23 where players don't respond to basic user commands. Could be a game engine issue using a custom one the new employed programmers wouldn't get, made more sense to use Unreal Engine 4 like WW did for Evo 2.I bought a new PC two months ago and haven't bothered to reinstall the game. Just going to collect dust in the Steam library. What a shitshow this whole thing was
The silence or the banning when you dare question Bigant!It's still the silence that bothers me the most. I can forget and forgive mistakes but ignore me and I'm out... I honestly won't buy another big ant product.
On VOG-L09 using BigFooty.com mobile app
That's actually on purpose... throwing back to when they actually had a spelling mistake on the banner.Lots of spelling mistakes on the banners too ( eg. brisbane will kick the winnig score).
That'd very much come down to the experience and expertise of the developers.Could be a game engine issue using a custom one the new employed programmers wouldn't get, made more sense to use Unreal Engine 4 like WW did for Evo 2.
That's actually on purpose... throwing back to when they actually had a spelling mistake on the banner.
Brisbane cheer squad spells ‘winning’ wrong in banner, Sydney’s banner falls apart
Off to a ‘winnig’ start: Lions’, Swans’ banner failswww.foxsports.com.au
That's what I mean, if you're bringing in new programmers as BA do all the time, an industry standard engine would be real easy to adapt to if programmers have experience in it elsewhere. From what I've read, BA do not keep the same staff, so they bring in new programmers who aren't experienced with their in-house engine, and they have to develop tools for their free software, instead of developing gameplay. BA already wasted a lot of money with post release development and photogrammetry/tours to stadiums, I don't think moving to a new game engine would have broken the bank like a small budget developer in WW did.That'd very much come down to the experience and expertise of the developers.
If their devs had experience with Unreal Engine (like maybe at previous employers), then yeah, would make sense to go with it.
If they have more experience with their own in-house engine (like on other Cricket or Rugby games), and they continue to build that engine up, then it'd probably make more sense to stick with it.
Plus factors of the cost of the engine license vs expected cost of in-house engine updating and maintenance, and it's reusability for future games they have.
Yeah Collingwood had one too, which they even made light of themselves...Haha. They got me there then.. i recal seeing another banner spelling error somewhere too but cant remember who it was. I will have to pay attention to the banners now to see if i can find it and find out if its a historical copy too.
Yeah not sure what the internal conversations were like, but I'm sure there would have been deeper considerations than anything I could come up with here without knowing the tech.That's what I mean, if you're bringing in new programmers as BA do all the time, an industry standard engine would be real easy to adapt to if programmers have experience in it elsewhere. From what I've read, BA do not keep the same staff, so they bring in new programmers who aren't experienced with their in-house engine, and they have to develop tools for their free software, instead of developing gameplay. BA already wasted a lot of money with post release development and photogrammetry/tours to stadiums, I don't think moving to a new game engine would have broken the bank like a small budget developer in WW did.
I was thinking more preproduction why wasn't there a conscious decision to use a industry standard engine? I read the producer saying it was easier to reuse the fanhub stuff, but if they're constantly changing staff, they're going to have to be taught the engine, which would cost money. Especially from what I've read, the programmers sometimes are developing tools instead of gameplay. It's just bizarre the glitches, user command problems and animation skipping/lagging, how they weren't able to fix it, after 5 months. Would be interesting to hear why WW made their decision to use an industry standard engine, a few years back.Yeah not sure what the internal conversations were like, but I'm sure there would have been deeper considerations than anything I could come up with here without knowing the tech.
If the game was already somewhat built on a game engine (custom or other), then moving to a different engine would be a monumental task. I was really surprised when WW announced they were doing it... which, I think added a year to the next release alone.
I was thinking more preproduction why wasn't there a conscious decision to use a industry standard engine? I read the producer saying it was easier to reuse the fanhub stuff, but if they're constantly changing staff, they're going to have to be taught the engine, which would cost money. Especially from what I've read, the programmers sometimes are developing tools instead of gameplay. It's just bizarre the glitches, user command problems and animation skipping/lagging, how they weren't able to fix it, after 5 months. Would be interesting to hear why WW made their decision to use an industry standard engine, a few years back.
I recall the producer mentioning this, earlier this year.I asked this question directly once a few years ago and the reason is if there is an engine related bug then you would have to wait on the engine developers to fix it.
I read that was an issue, because they use free software instead of paid middleware, at least from a claim made in 2015.From other developers I've followed and known for years though they've always told me that unless you have a specific use case then paying for an engine license is more economical than the time spent maintaining your own. There are good arguments for both cases.
By industry standard I mean engine widely used throughout the game development industry, like Unity or Unreal Engine, rather than an internally developed one.There is no such thing as an industry standard engine so it's just take your pick and use what best suits your use case. If they've made an engine for a workflow that best supports developing sports games then it's probably going to be the best choice.
Right, I just read about that not long ago, their internal engine was an issue for EA. Although, Unreal Engine 4 worked out okay for Evo 2, it didn't have movement issues.Do you remember EA's Frostbite engine? Developed by Dice for Battlefield but EA rolled it out to their other studios and forced them to use it to make types of games it wasn't even designed for which didn't turn out too well.
It is speculation from some developer claims I had read, which made me think the game engine or the software in general they're using is causing problems.I don't really want to speculate what is going on with their releases at the moment because it is only guess work but I'll bet it has zero to do with the engine.
Im pretty sure that is the other one ive seen in the game. Pretty freaky they put that stuff in. I like it.Yeah Collingwood had one too, which they even made light of themselves...
Yeah could be.reading and seeing some of the examples of issues like even the ones you've listed I have a fair idea why they exist and it's more to do with design and execution rather than a specific engine issue.
I play on Hard difficulty, not Hardest... and I haven't noticed any of the issues you mentioned about marking, or spoiling when going the mark.Im pretty sure that is the other one ive seen in the game. Pretty freaky they put that stuff in. I like it.
Did you try toggling the difficulty level. when the controls and ai are playing up in management mode? Keen to see if that remedies things a bit for other too. It was night and day difference after i did ot last night. Havent had another game yet today to see if it stayed stabalised. Will check again tommorow
Cricket 24 only got such a low score because it’s a copy/paste job from 22.Not that its worth putting much stock into it, but if IGN gave Cricket 24 a 5/10, safe to assume AFL 23 gets a 1.5?
Cricket 24 only got such a low score because it’s a copy/paste job from 22.
AFL 23 (at least in its current state) is a good starting ground to build future titles from.