Multiplat AFL 23 - Part 2 with added Pro Team

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I know it’s small and doesn’t affect anything, but I noticed players singing the song after a win now have their mouths matching the words.

AFL 23 - Port Adelaide song


AFL 23 - St Kilda song


At least this seems to be the case for the AFL teams. The AFLW appear to still have the random lip movement, not matching the song.


Wait so have they removed the cup celebration and the streamers?
 

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I know it’s small and doesn’t affect anything, but I noticed players singing the song after a win now have their mouths matching the words.

AFL 23 - Port Adelaide song


AFL 23 - St Kilda song


At least this seems to be the case for the AFL teams. The AFLW appear to still have the random lip movement, not matching the song.

Kept an eye out for this in my Season mode game last night and it seems Essendons still doesn’t match up.
Wonder if it only works in certain game modes or maybe some teams just aren’t working
 
I think it's more so the gameplay being a mess and it being very barebones is the reason the longevity isn't there.
I mean, I enjoy it more than Evo 2 now so for me personally, it’s the lack of depth in game modes.
I just wish it had more numbers at the contest like Evo 2 did. Would also love some sliders as they’re a game changer. Aside from that, there’s not much more that Evo 2 does better (gameplay wise of course)
 
The developers have the capability to program players to match modern positions they’re just choosing not to.
With millions I'm assuming BA had for 23, they could have easily pulled it off. You see indie developers writing code for specific player positioning with little budget and so it is possible if they made more practical decisions instead of blowing the budget on cutscenes, etc.

Have to respectfully disagree with that. What developer can easily make the game a lot better and just chooses not to? If five or ten days extra work is going to make the game significantly better they would nudge up their sales forecast and get it done. I think what makes more sense is that BA ran out of time, money or both and voila.

Also think we can put good money on XBo and crossplay shredding the budget and punting the notion of a final build into the too hard basket.

To my earlier point, root cause aside based on how all developers have approached the game to date I don't think either of you will get the AFL game you have in your head for 10 years plus and perhaps never. The best way to send a message is to not buy the game, but I can't see how poor sales will increase the development budget or make the AFL lose sleep over who has the licence. If the game tanked really hard (and thankfully it didn't), I imagine they'll just turn their attention to mobile gaming or some other hokey idea.

If there was another footy game made by some kids in a garage that was ten times better, then we'd be talking.

I mean, I enjoy it more than Evo 2 now so for me personally, it’s the lack of depth in game modes.
I just wish it had more numbers at the contest like Evo 2 did. Would also love some sliders as they’re a game changer. Aside from that, there’s not much more that Evo 2 does better (gameplay wise of course)
I really like Evo 2 @ 144mhz (something clicks with the extra frames) and with sliders you can definitely have a fun game.

But for someone who just wants a quick game against the AI and go about their day certain aspects I think really detract from the experience. Kicking a point effectively being a 7 point play each time, free kicks determined by what part of the ground you're on, comical rubber banding and some really weird implementation decisions. For example, going to all that effort to load real time team data and locking it behind a restrictive quick play mode, or some basic slider adjustment making the game so much better that the kick-mark snoozefest of the default settings means online mode is unattractive.

We're talking about developer knowledge & effort - why didn't WW ever figure out there was too many tackles, marks and player infringements? Something that was fixed with two minutes of work.

Which is a segue to game difficulty - I never struggled to beat legend, but I'm getting a real challenge from 23 on medium. Freaking medium! So two questions - i) has anyone figured out what the difficulty bug is exactly since it displays incorrectly and countless people are saying they are winning by 20 goals on hardest? (I'm sure I suck but something has to be up here) and ii) does anyone know if the issue relates to what game mode it is. The 20 goal victories seem to always happen when playing management, less so season mode.
 
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I like how some teams play harder than others, I struggled to beat St Kilda (as Hawthorn during season) managed to fight back in the final quarter and win.

Yet I played Port Adelaide during indigenous round (again in season) - smashed them by 50+ points (2.5 minute quarters) 90% of forward entries resulted in marks - or spoils that then were ran on to and then either a goal (or a lousy behind lol). It's like Port (or the AI) forgot the defence!


** Oh an again with my "real time play shows a glitch, but the instant replay shows the full animation" I saw my player slide around on the ground (rather than use the animation of the legs running). Go to instant replay and record it...... the legs moved rather than slide like they did in real time.


EDIT

The game is decent if you play to the mechanics, granted there's so much unnecessary frustration when the teleport tackles occur (frustrating because it SHOULDN'T be happening). Again in the previous iteration of the game I did gradually learn to get rid of the ball virtually as soon as I got it.... so far in this patch my reflexes have been very hit and miss lol.

Had a match against Brisbane (one such highlight to follow) the AI would have been a bit more neck and neck with me - instead of the 22 point margin. Silly mistakes occurred during the game (whether it was user error on my part or shonky AI ? lol). Like the AI would over power me and get it to their forward half, shot at goal.... only to boot it out on the full...... I'd give them back possession by either getting caught trying to run the ball through (or I'd get a defensive 50 mark, get the wrong camera view and boot it out on the full myself lol..... they'd then have a free inside 50 shot at goal.... only to boot it out on the full AGAIN haha).


This was a pearler, contested ball up, get the ball... took too long in trying to get a proper angle ping at the goal and got a free kick against.... out of nowhere the AI rushes the ball behind......... so I get a free shot at goal ?



Had another dicey situation - thought I'd get the usual "incorrect disposal" / holding the ball call as I was held in the tackle for ages - only I was awarded a free kick for a high tackle ? I thought that was weird!
 
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I like how some teams play harder than others, I struggled to beat St Kilda (as Hawthorn during season) managed to fight back in the final quarter and win.

Yet I played Port Adelaide during indigenous round (again in season) - smashed them by 50+ points (2.5 minute quarters) 90% of forward entries resulted in marks - or spoils that then were ran on to and then either a goal (or a lousy behind lol). It's like Port (or the AI) forgot the defence!


** Oh an again with my "real time play shows a glitch, but the instant replay shows the full animation" I saw my player slide around on the ground (rather than use the animation of the legs running). Go to instant replay and record it...... the legs moved rather than slide like they did in real time.


EDIT

The game is decent if you play to the mechanics, granted there's so much unnecessary frustration when the teleport tackles occur (frustrating because it SHOULDN'T be happening). Again in the previous iteration of the game I did gradually learn to get rid of the ball virtually as soon as I got it.... so far in this patch my reflexes have been very hit and miss lol.

Had a match against Brisbane (one such highlight to follow) the AI would have been a bit more neck and neck with me - instead of the 22 point margin. Silly mistakes occurred during the game (whether it was user error on my part or shonky AI ? lol). Like the AI would over power me and get it to their forward half, shot at goal.... only to boot it out on the full...... I'd give them back possession by either getting caught trying to run the ball through (or I'd get a defensive 50 mark, get the wrong camera view and boot it out on the full myself lol..... they'd then have a free inside 50 shot at goal.... only to boot it out on the full AGAIN haha).


This was a pearler, contested ball up, get the ball... took too long in trying to get a proper angle ping at the goal and got a free kick against.... out of nowhere the AI rushes the ball behind......... so I get a free shot at goal ?



Had another dicey situation - thought I'd get the usual "incorrect disposal" / holding the ball call as I was held in the tackle for ages - only I was awarded a free kick for a high tackle ? I thought that was weird!


OT but man oh man, what a jumper clash. Is that in our future this year?
 
OT but man oh man, what a jumper clash. Is that in our future this year?

Well from what I see they're still the 2023 Indigenous guernseys - so unless they get updated to whatever the 2024 versions will be (in just a few weeks) the jumper clash may only be in video game form :p
 
Have to respectfully disagree with that. What developer can easily make the game a lot better and just chooses not to? If five or ten days extra work is going to make the game significantly better they would nudge up their sales forecast and get it done. I think what makes more sense is that BA ran out of time, money or both and voila.

Also think we can put good money on XBo and crossplay shredding the budget and punting the notion of a final build into the too hard basket.

To my earlier point, root cause aside based on how all developers have approached the game to date I don't think either of you will get the AFL game you have in your head for 10 years plus and perhaps never. The best way to send a message is to not buy the game, but I can't see how poor sales will increase the development budget or make the AFL lose sleep over who has the licence. If the game tanked really hard (and thankfully it didn't), I imagine they'll just turn their attention to mobile gaming or some other hokey idea.

If there was another footy game made by some kids in a garage that was ten times better, then we'd be talking.


I really like Evo 2 @ 144mhz (something clicks with the extra frames) and with sliders you can definitely have a fun game.

But for someone who just wants a quick game against the AI and go about their day certain aspects I think really detract from the experience. Kicking a point effectively being a 7 point play each time, free kicks determined by what part of the ground you're on, comical rubber banding and some really weird implementation decisions. For example, going to all that effort to load real time team data and locking it behind a restrictive quick play mode, or some basic slider adjustment making the game so much better that the kick-mark snoozefest of the default settings means online mode is unattractive.

We're talking about developer knowledge & effort - why didn't WW ever figure out there was too many tackles, marks and player infringements? Something that was fixed with two minutes of work.

Which is a segue to game difficulty - I never struggled to beat legend, but I'm getting a real challenge from 23 on medium. Freaking medium! So two questions - i) has anyone figured out what the difficulty bug is exactly since it displays incorrectly and countless people are saying they are winning by 20 goals on hardest? (I'm sure I suck but something has to be up here) and ii) does anyone know if the issue relates to what game mode it is. The 20 goal victories seem to always happen when playing management, less so season mode.
Starting to get my eye back, funny how a few days off can wreck you. Just handball a lot, chip your passes and punch in defence and you're probably going to win.

I think I've noticed a new cheese (at least to me) - any time you have a mark or free kick in your half of the ground, holding the ball for ~5 seconds means you'll be able to chip pass to a deep forward 90% of the time. It's repeatable so probably a blind spot for the AI. At least BA haven't hardcoded fake difficulty into this play but reactive coaching strategies from the AI will hopefully get looked at in the next one. How cool would it be if your FF was on fire and the oppo coach made a change that the commentators talked about.
 
I don't even know what the true difficulties are - medium has proven to be a thorne in my side more than easiest/easy/hard/hardest haha. I get it can also be down to the team you select (Hawthorn) vs a stronger team (in this case the Giants). In the most recent match (which this time crashed with a ball up along the wing :-/). The Giants won 90% of the ruck contests and thus waltzed it out of the middle constantly. The few times I'd be able to rebound, my attacks would be cut off by the F50 line.

However momentum did swing to Hawthorn (did not look like scoring at all during the match - bar the 1 lucky point I rushed behind haha) late in the third quarter with a rush job goal. Then scoring the first 3 in the fourth quarter. A virtual turn around from the 3ish quarters where I was being slaughtered. I guess "in universe" the Giants had tired themselves out and I was able to finally over power them.


This video I had the ball - and completed the kick (via the meter) a moment before I was tackled.... yet I was still tackled :(




And I know that they say "positioning" in addition to player ratings determine if a mark attempt is successful or not. I am not so sure as quite often I feel as though I have superior positioning, yet still get outmarked.

I've had more success, just charging in and letting the AI go under. But it often feels like a crap shoot and teleporting trickery.



My game time had risen substantially, but this week dropped off - enough that I'm now down to under 5 hours played over the last fortnight...... when it was reaching the 20's after the patch :p
 

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I put together a bit of an explainer video around what you can do when you’re tackled.

It’s based on what I’ve noticed while playing the game, and what’s been discussed in the community (here/Facebook/BA Forums etc. )
you guys probably know it all anyway, but it may help a few newbies out there. let me know what you think.

 
9 days until the big one - if management mode isn't fixed in the next patch then it won't be and my time with this game will be at an end. I think gameplay is 90% fine now, so in theory they should have had time to work on management mode. Can only hope so
 
I put together a bit of an explainer video around what you can do when you’re tackled.

It’s based on what I’ve noticed while playing the game, and what’s been discussed in the community (here/Facebook/BA Forums etc. )
you guys probably know it all anyway, but it may help a few newbies out there. let me know what you think.


Outstanding, thanks. Hadn't appreciated that the type of tackle can change the disposal options.

One thing to consider for any other vids - and you may already have disregarded the idea - maybe use a camera closer to the contest. I feel bad suggesting this bc what you've done is great and I know how long these things take but that was really the only other thought that I had.

Sorry one more - evading the tackle? I don't use it often but I assume it's OP if you get the hang of the timing.
 
Outstanding, thanks. Hadn't appreciated that the type of tackle can change the disposal options.

One thing to consider for any other vids - and you may already have disregarded the idea - maybe use a camera closer to the contest. I feel bad suggesting this bc what you've done is great and I know how long these things take but that was really the only other thought that I had.

Sorry one more - evading the tackle? I don't use it often but I assume it's OP if you get the hang of the timing.
Thanks for the feedback.
Yeah the Camera angle I thought the same.
I recorded what I play off (Side Dynamic - FoV 20, Height 45)…
And then, mostly used near-side clips to get as close as possible.

For evade, I briefly mentioned it at the end. But yeah, I’m terrible with the timing of it, so A) don’t feel it’s very reliable, and B) I barely pull it off so hadn’t captured them! Haha.
 
I missed your comment!

Anyway, great vid. It's hard not to imagine an entire series of these delivered in your dulcet tones, but limited returns I guess when there's an 80% chance it I'll change two or three more times until BA draw a line through a final build of 23. Which could be over 12 months away if BA are working on AFL 26.

I was thinking there's probably a chance they'll push it to 27 if they really are going to fix 23 properly. Although! The naming convention is a problem. I imagine by 2025 most new gamers will overlook 23 and decide to wait for the next one.

Sent from my SM-F946B using Tapatalk
 
9 days until the big one - if management mode isn't fixed in the next patch then it won't be and my time with this game will be at an end. I think gameplay is 90% fine now, so in theory they should have had time to work on management mode. Can only hope so
9 days until what?
 
Next patch is on the 17th fairly sure, or 19th maybe? Somewhere around then
GIDLDX7bIAAIknZ


This is what's on the Big Ant Twitter
 
I put together a bit of an explainer video around what you can do when you’re tackled.

It’s based on what I’ve noticed while playing the game, and what’s been discussed in the community (here/Facebook/BA Forums etc. )
you guys probably know it all anyway, but it may help a few newbies out there. let me know what you think.



Awesome video man! Are you going to make more? A kicking one would be good too!
 
Awesome video man! Are you going to make more? A kicking one would be good too!
Thanks… yeah thinking about doing more. Just gotta find the time… but if I do, hoping it’s stuff that can help people with their games.

Topics like:-
  • Tackling/Smothering
  • On the run goal kicking
  • Set shot goal kicking
  • Marking / Spoiling
  • Field kicking
  • Tactics
 
New update live (or going live on platforms) now.
1712706323330.jpeg


Balanced AI on the run goal-kicking probability
We’ve balanced the AI’s chance at kicking for a goal on the run to be less accurate.

Corrected player switching
We’ve balanced and corrected the choices being made for player-switching on semi-assisted and assisted player-switching settings.

Corrected 2024 player ratings
We’ve corrected the issues of the low player ratings for first and second-year players.

Corrected Guernsey logo selection
We’ve corrected the issue with selecting a logo for guernseys.

Partial 2024 player visual update
We’ve updated a number of current player visuals to match their 2024 counterparts. Currently, this covers players from teams in alphabetical order from Adelaide to GWS, the rest will come in a future update.
The visual updates include updating hair, hair colors, tattoos, sock length, and more!

Improved stability
We’ve improved a number of stability issues that were occurring in career and general gameplay.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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