Multiplat AFL 23 - Part 2 with added Pro Team

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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.
Because different teams work on different aspects, and, the function will be updated today - as also explained, get people the hud first, then the function.

Love how there are five or so people who "disagree" with 100% of the posts I make, and anyone else's that are positive post about the game, but I'm the one picked up... and they don't even own the game (apparently ;) ).
 
Is there a reason we can't use indigenous jumpers in season mode? I came across indigenous round, with the line markings, but can't seem to use the jumper for the round??

It seems to be only available in 'play now' mode? :)
 
I don't really like how the leaderboard for online is ranked by points rather than win/loss record.

You could lose every game you're in but as long as you get enough points you'll be a high rank.
If you send a suggestion to support.bigant.com on sorting the boards they'll get it to the dev team.
 

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Because different teams work on different aspects, and, the function will be updated today - as also explained, get people the hud first, then the function.

Love how there are five or so people who "disagree" with 100% of the posts I make, and anyone else's that are positive post about the game, but I'm the one picked up... and they don't even own the game (apparently ;) ).
Didn't answer my question but okay Ross
 
I have to own something to be able to have major concerns about it? I can see very clearly from the outside its a buggy featureless mess. I don't have to pay the 100 dollar entry price for that.
You're allowed to have concerns, but some of the idiotic "hahaha so bad" dribble from people who don't have the game is unneeded
 
Is there a reason we can't use indigenous jumpers in season mode? I came across indigenous round, with the line markings, but can't seem to use the jumper for the round??

It seems to be only available in 'play now' mode? :)
They are useable in the Indigenous Rounds AFAIK.
 
Also I like the game Ross! Y'all have done a great job patching it. I just want transparency and not a big thumbs down as an answer or argument 🤣
If I disagree, I'll disagree - nothing wrong with that - you replied to my answer to someone else's question... I really don't know what you're on about.
 
BigAntStudios Hey Ross on the goalkicking meter as it stands today, can you clarify something for me? The first meter, am I meant to be aiming for the green, and on the second, the solid part of blue? Dunno why but distance doesnt seem to be as powerful as before 🤷🏻‍♂️
 
If I disagree, I'll disagree - nothing wrong with that - you replied to my answer to someone else's question... I really don't know what you're on about.
Of course not! Just sometimes it's confusing why. Again what I'm on about is why you disagree with something stuff. The thumbs down doesn't really give us the answers we want sometimes
 
They are useable in the Indigenous Rounds AFAIK.
It's only allowing me to use all other jumpers, but in season mode indigenous jumper isn't an option? Maybe I write a ticket? :)

To add to this : I went to start a new season and indigenous jumpers were there, but in the season I'm in progress with, jumpers don't show up at all :)
 

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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.

In Evo 1/2, if I let the AI get a big enough lead before half time... they were almost impossible to overcome (its like they turn on beast mode). I know Evo 1 had something where it felt like if you were behind as the away team it was harder to fight back.

'23 is very peculiar with its momentum system. Using the game that I whinged about last night as an example. I booted 6 goals before it felt like the AI chested its way to scoring its first goal. Then a lot of nothing on my end happened and they kicked a few more to only be 13 points behind. The match then was largely a stop start affair with 3 more goals kicked between both teams.

But other matches I've had where the AI would be 6-8+ goals ahead throughout the match... only for them to go to sleep in the last quarter (commonly in the final 60 seconds) and the 8 goal loss ends up being 1 goal instead or a last second win.
 
BigAntStudios Hey Ross on the goalkicking meter as it stands today, can you clarify something for me? The first meter, am I meant to be aiming for the green, and on the second, the solid part of blue? Dunno why but distance doesnt seem to be as powerful as before 🤷🏻‍♂️
From my understanding on what they intended. The more power you put on the kick, the less timing window you have on the 2nd meter.
 
For anyone who wants to follow the Pink Panters custom team journey, I have done a introduction to the first 6 players!


Guernsey is looking schmick! Actually came out pretty well.
 
I’ve already submitted a ticket about this, but with the auto interchange we desperately need secondary positions for players. Logically yes it makes sense to lock players to their spots but if Nick Daicos cant be kept on ball (starts on ball, rotated to half back, stays there rest of game) yet Bobby Hill can play forward and back pockets, tweaks definitely should be made.
 
The difficulties are a bit weird, but make sense compared to real-life scenarios.

Playing on hard, I lost a game to Melbourne by about 9 goals but the following week destroyed Geelong by 12 goals.

Nice to have a bit of balance actually and lose some games for once. It adds some more excitement.

Also nice to have different goal kickers rather than just the key forward kicking 10 goals per game like it's the 90s.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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