Multiplat AFL 23 - Part 2 with added Pro Team

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It's genuinely great, I sent this to my Pies mates to (successfully) rev them up

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Hahahaha get a pic of the kit with the gold AFL badge on your prison bar kit 😅😅😅
 

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I don't enjoy how this game's way to make the hardest difficulty actually hard is to make the AI win the majority of contests by severely bullshit animations. It's a 1 on 1 footrace and all of a sudden an oppo player slides across the ground from 10m away and picks up the ball. I tackle their player and he drops it and my bloke spends 30 seconds getting up while his immediately teleports up with ball in hand. Some really dog shit animations make this game feel like it's just running through a chain of animations rather than actually simulating a game of footy. The amount of times players magically moonwalk 10m away to magically get the ball is ridiculous. It doesn't punish poor positioning, because if you stab the ball to a teammate, their oppo player from 10m back will magically have the ball teleport into his hands to do a spoil animation.
 
I have given everyone the weekend off, except the live-ops/QA guys, there may be some patches over the weekend but likely not.

We've got a new kick on the run design that we want to implement on Monday, it will take the weekend to make sure it's balanced.

As a head's up, we've heard loud and clear that goal kicking on the run is too easy - so, subject to further change, it's changing to a meter with a central line, indicating the center of the goal. For left footers it will fill from the left, for right footers from the right. So you charge up to the point on the goal mouth that you want to kick, dead centre is the line in the middle, then hook/slice for footedness and wind take effect after. If you're a good kick then the speed of the fill is slower, and margin of error less (bad kicks might have from outside the point post to outside the other point post as the possible target, good kicks may have between 1 meter outside the goal posts.
Nice!
I imagine the game difficulty would also factor into this? i.e those target widths might be broader on a harder difficulty as well?

Also, I guess you then don’t need to point the L stick at the goals… meaning, do we get snaps from this?

And maybe a further enhancement (for AFL 24?), that opposite feet can be used (and maybe less accurate).
And also, the pressure the player is under/if it’s a rushed kick, could make it more difficult.

Ok, so I’m already over-thinking this…
 
Man the bench and reserves management screen is so dog shit. Submitted a ticket. Worst I've ever seen in a sports game. Wasted space, no way to compare players, the way the INT tag stays on a player no matter where you move them. No stamina system. Horrific design all round. No UX consideration at all. Stuns me, AFL Evo 2 had a much much better lineup management screen.
 
Is anyone on ps4 getting crowds yet? Still haven’t got anything. I played a management game against the suns @ TIO and there was literally 5 people watching. The Crowd ambiance was the same amount of sound as there was people lol.
 
Things like the lineup screen is what pisses me off the most. It’s obvious this stuff wasn’t even tested. Same as majority of the features within manager mode like brownlow count, AA, Drafts etc
 
Yeah, we paid eveyone off at the Launch party, especially the current footballers that were playing it, and all of the streamers in the week before release.

The team are doing the best they can, I couldn't ask more of them, and this will be the best AFL game by some margin.

Mitch Robinson hasn't touched it. If you send someone free copies they have to say something positive about it.
 
There's a lot of design issues with that, having a career where you can dial in your own attributes etc. breaks a lot of things around balancing the game.

I've discussed it at length with the team, I'll get an explanation directly from them and post it.
Hey Ross, just on attributes for management mode, if we can't change them will they be able to be modded on PC.
I have a hard time with some of the Champion Data ones, that includes team overalls. Please answer

On VOG-L09 using BigFooty.com mobile app
 
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Just wondering if there is anything regarding draftees being auto generated with full sleeves? I had my first pre season draft last night and was quite shocked that literally all of the top 10 best I could pick had full sleeves. These are fresh 18 year olds! I will put in a ticket but wondering if the team already knows? Cheers.
Annoyed a long sleeve system like FIFA employs wasn’t used, make it an option for players that wear long sleeves for only rain/winter weather conditions, having Autumn/Winter/Spring conditions as part of the weather settings like FIFA would allow for that.

Beau Mccreery got new hair todays patch 10/10 it is much better
Nice to see them update some hairstyles something pretty unique compared to other sports games, makes me think maybe Rory Sloane will one day lose his brunette bob and Rachele and Soligo might get there mullets.
 

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I have given everyone the weekend off, except the live-ops/QA guys, there may be some patches over the weekend but likely not.

We've got a new kick on the run design that we want to implement on Monday, it will take the weekend to make sure it's balanced.

As a head's up, we've heard loud and clear that goal kicking on the run is too easy - so, subject to further change, it's changing to a meter with a central line, indicating the center of the goal. For left footers it will fill from the left, for right footers from the right. So you charge up to the point on the goal mouth that you want to kick, dead centre is the line in the middle, then hook/slice for footedness and wind take effect after. If you're a good kick then the speed of the fill is slower, and margin of error less (bad kicks might have from outside the point post to outside the other point post as the possible target, good kicks may have between 1 meter outside the goal posts.

Glad the team got the weekend off, kicking on the run sounds fantastic. It’s like everyone is helping built the best AFL game ever and Bigant are implementing things almost immediately.

That shouldn’t be overlooked, I’ve played many games on launch worse than this and changes don’t usually come this fast.

Kudos to BA 🙏
 
Glad the team got the weekend off, kicking on the run sounds fantastic. It’s like everyone is helping built the best AFL game ever and Bigant are implementing things almost immediately.

That shouldn’t be overlooked, I’ve played many games on launch worse than this and changes don’t usually come this fast.

Kudos to BA 🙏
Yes, some mean spirited posters might disagree, but it's good to see the BA team getting a weekend off. Must have been quite the few weeks for them.
 
Nice!
I imagine the game difficulty would also factor into this? i.e those target widths might be broader on a harder difficulty as well?

Also, I guess you then don’t need to point the L stick at the goals… meaning, do we get snaps from this?

And maybe a further enhancement (for AFL 24?), that opposite feet can be used (and maybe less accurate).
And also, the pressure the player is under/if it’s a rushed kick, could make it more difficult.

Ok, so I’m already over-thinking this…
The target range and speed of fill will be adjusted for player attributes, difficulty, and distance from goal.

If you are too far out it will be treated as a clearance kick.
 
I don't enjoy how this game's way to make the hardest difficulty actually hard is to make the AI win the majority of contests by severely bullshit animations. It's a 1 on 1 footrace and all of a sudden an oppo player slides across the ground from 10m away and picks up the ball. I tackle their player and he drops it and my bloke spends 30 seconds getting up while his immediately teleports up with ball in hand. Some really dog s**t animations make this game feel like it's just running through a chain of animations rather than actually simulating a game of footy. The amount of times players magically moonwalk 10m away to magically get the ball is ridiculous. It doesn't punish poor positioning, because if you stab the ball to a teammate, their oppo player from 10m back will magically have the ball teleport into his hands to do a spoil animation.
The difficulty in contests is nearly entirely based on timing, with things like spoil > mark etc. as that's easier to perform.

It is linear - with timing windows dropping by 20% as you go up the difficulty levels. It probably shouldn't be linear, and that will be tuned over time based on analytics of people playing.
 
Update for ps5 is great, best gameplay so far marking and spoiling is finally balanced and if you get a spoil it’s not 18 of the oppo’s players lining up to crumb it
Only complaint is incredibly long handballs by the AI
 
Well the thread blew up a bit last night, I’m glad at least it wasn’t a broken patch. Glad the team have the weekend off, the last 2 weeks would have been intense and stress levels at peak. Hopefully all rested start of the week and they can tackle the remaining issues with clearer minds.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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