Multiplat AFL 23 - Part 2 with added Pro Team

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I feel like if the goal kicking power metre accelerated instead of being a linear speed, it would be more difficult to judge. As well as the second accuracy guage to accelerate so timing is far more important

At the moment, the linear speed build up of both meters is too simple and easy to judge
 
For those wanting the AI v AI experience in the management and season modes - Submitted ticket to BA and they are passing to dev team for consideration. Are many even keen for this? Or am I an outlier lol.
Don’t mind the idea of AI vs AI but I can coach from the sidelines.
Make interchanges or tactical adjustments as needed etc
 

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For those wanting the AI v AI experience in the management and season modes - Submitted ticket to BA and they are passing to dev team for consideration. Are many even keen for this? Or am I an outlier lol.
Great….another thing to delay tactics 🙄

Just kidding (sort of). Not something I’d personally be interested in but options are always good like the option to use…..tactics 😁
 
i would like an aspect in managment where you can train your players...coz if ya using a custom team (in the future - full of custom players/free agents) or developing a team back up with rookies) i would like to train them so their better. like an attribute stystem or something.
 
I must say management mode's "depth" so far is incredibly dissapointing. There is none.

Every system is lacklustre, even the drafts, the trades, the team management. Very very shallow. Rookie contracts are broken and as far as I can tell auto negotiate is the only option to keep a rookie listed player. Just really dissapointing.
I have advised Bigant about the Rookie list issue and the lack of a free agent tab to sign any free agents. The complete lack of depth which I think would be the part of the game that would keep people playing it. Their main priority at the moment is getting the gameplay up to scratch and then they will start to bring in things for Management mode.
 
I feel like if the goal kicking power metre accelerated instead of being a linear speed, it would be more difficult to judge. As well as the second accuracy guage to accelerate so timing is far more important

At the moment, the linear speed build up of both meters is too simple and easy to judge
Love this idea!
Especially when combining it with whatever tuning is coming (that BigAntStudios mentioned)....and weighing up:-
Difficulty Level, Kick Distance, Player Skill, Gametime Pressure etc.
 
What does this even mean? You are letting people 'get familiar' with something that is inherently not working as intended before you make it functional? 😂
Irresputable industry data.
 
Played my first game and beat GWS 141 to 38 on medium. Bumped it up to hard and beat Richmond 98 to 57. The difficulty levels and so different every day it’s weird. I never know what difficulty to use!
This is something I wonder about, is this maybe intentional? It’s pretty rare that a team in real life is going to go a whole season where they only lose to teams above them and beat teams below them. The closest thing I can think of is Port in 2020 only losing to the teams in 2nd, 4th and 6th in H&A (+ losing to 3rd in finals) but even then we still finished 1st. Point being it’s almost never going to be the binary outcome of beating worse teams and losing to better teams.

In video games I guess difficulty would be the area where it would be pretty binary. In Live 2, Evo 1 and Evo 2 it was pretty clear to me which difficulty I would have to sit at and even then it was either winning every 50/50 contest or losing them. Those games didn’t really have momentum swings like 23, it was more the opposite with the rubber banding keeping the losing side in the contest. In this game I suppose if your opponent gets on a roll it’s going to be harder to stop them, so regardless of the difficulty once they get away that’s gonna be that. The difficulty probably affects how hard or easy it’s gonna be for the AI to get that break in the first place. That’s my guess but obviously I have no way of looking under the hood to see if this is actually the case or not.
 

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I noticed that the gold coast sun VFL team had AFL listed players on the team.

On VOG-L09 using BigFooty.com mobile app
I reckon that’s a case of their VFL exclusive list being too small, as would be the case for any AFL reserves side. Coburg who are standalone for example obviously have a really big list because they don’t have AFL players coming and going but given an AFL team will probably usually have 12 or so fit players who aren’t picked for selection, there’s no point in, say, Gold Coast, having a list as big as Coburg’s because it’ll just mean 20-30 players on their list won’t get selected each week.
I think BA’s workaround was to top up the lists with enough AFL listed players to make a usable side of 23 but I think their selections were a bit off from checking Port Adelaide. We only have 21 SANFL listed players but I noticed the top ups were Kyle Marshall and Dylan Williams. Marshall makes sense because he’s yet to debut but Williams is in the senior side as of right now and debuted last year I think. Also unsure as to why they were all given numbers that coincide with an AFL listed Port player rather than the usual range of about 46-70 but that’s its own thing, I’ll have to see if I can change them myself.
 
I love how when someone makes a decent point, instead of countering it Ross just gives a thumbs down lmao
He's allowed to disagree with statements. Disagreed twice today with me questioning the idea of updating goalkicking aesthetics and not the function itself. Agree though that it would be nice to have an explanation rather than just disagreeing.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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