Multiplat AFL 23 - Part 2 with added Pro Team

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Don't know why people are noticing this now it's been in the game for a few weeks!!! :p
Mark the ball, don't play on but the game/umpires/opposition players think you have and you get a free against you faster than it took to mark the bloody ball :p
You are assuming that people play this game as much as you. I’ve played twice in the last 2 weeks.
 
You are assuming that people play this game as much as you. I’ve played twice in the last 2 weeks.

72 hours and still playing (also played Evo 1 and 2 for a few hours last week :p)

Had a match against the Lions just before 23.1 - 139 to 2 - 12
The point I scored was a dumb shot while on the run in the last quarter :(. The 23 goals were set shots 40-50m out on various angles.
Also the only reason the AI scored was because on two occasions either the loose ball had an invisible wall around it and I wasn't allowed to pick it up. Or the AI players had walls surrounding them, making it impossible to get near them to tackle :(
 

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Hearing a lot of people say we need to slow the game down, is this a consensus on here?

For me, just a slight tick slower would help. Especially in the context of the CPU chase down tackles, getting user kicks off under pressure and also link up handball plays. I feel these would benefit if the game was a fraction slower.

Edit - probably not the game speed needing slowing down, but as others have said just the control responsiveness needing to be quicker too.
 
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Hearing a lot of people say we need to slow the game down, is this a consensus on here?

I don't think so. If controls and accuracy were responsive I think it would work well. I think the speed gets frustrating because you can't lay a tackle or you overrun the ball or your handball misses a target and then the AI is instantly in attack.

But not saying my opinion is worth more than others!
 
Hearing a lot of people say we need to slow the game down, is this a consensus on here?
game speed is fine for me when attacking, i frekin love the pace of the game when attacking. but when trying to play defence, I feel like I'm playing catch-up a lot of the time especially when the player-switching controls aren't as responsive as they need to be. so by the time i do switch to my intended player, its already too late and kinda frustrating.
 
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Hearing a lot of people say we need to slow the game down, is this a consensus on here?

YES!! not super slowed down, but maybe reduced the speed by 10-20% of what it is currently ?

I thought it was slowed down a bit about a fortnight ago ? Then the pace quickened up again after another patch.
 
Hadn't played the game for a couple of weeks until tonight. Unfortunately, I think it has taken a step backwards.

-AI on my team couldn't find the spare man for the life of them and then there was more and more.

-Little to no frees paid on either side. Plenty of times I pinned the CPU holding the ball. Nothing called.

-Feels the CPU are just really quick (too quick) at most ball ups and contested spots around the ground.

Pro:
Kicking felt nice most if the time. Love that short one.
 

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game speed is fine for me when attacking, i frekin love the pace of the game when attacking. but when trying to play defence, I feel like I'm playing catch-up a lot of the time especially when the player-switching controls aren't as responsive as they need to be. so by the time i do switch to my intended player, its already too late and kinda frustrating.

Yep exactly this
 
Hearing a lot of people say we need to slow the game down, is this a consensus on here?
In my opinion it needs a finer balance between both. I know you wanted this game to be a continuous highlights real, which it is. However I think there needs to be the ability to slow the game down and be a bit more defensive.
 
Hearing a lot of people say we need to slow the game down, is this a consensus on here?
100% for the default speed, it would be great if there was a slider for offline so you could experiment.

There is possible gameplay issue here though. Long balls are currently a huge outlier to the quicktime-style nature of the gameplay and your reflexes 'feel' like you should be doing something when you're waiting for the ball to arrive. If you're first to the drop, I'm not sure there is much you can do.

Maybe something for a future game, it would be good if there was some type of hip and shoulder mini game with a risk/reward mechanic for a certain types of kicks. Just to put it out there, what I'm thinking is something along the lines of:

  • modifier button for aggressive and flop (R1 / R2 perhaps).
  • use rock paper scissors mechanic for each player -
  • aggressive > balanced
  • flop > aggressive (award free)
  • balanced > flop (award free)
  • all else no change

Other modifiers:
  • % chance of success increases the earlier you commit, rewarding accurate passing
  • maybe ump tolerance for behaviour - harder to keep doing the same thing over and over
  • defence / marking modifiers as standard

The reason I like this type of idea is it introduces a bluffing style element. If a player is aggressive 'all the time', then the opponent will consider flopping as a viable strategy. But if the aggressive player stops all of a sudden then the flopping player is punished.

On a side note I'm loving the tumbling players, don't see it often but I think this type of thing is a gold mine for enhancements in future, whether visual or maybe one day something more tactical. e.g calling a loose player to contest the ball or hang back.
 
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game speed is fine for me when attacking, i frekin love the pace of the game when attacking. but when trying to play defence, I feel like I'm playing catch-up a lot of the time especially when the player-switching controls aren't as responsive as they need to be. so by the time i do switch to my intended player, its already too late and kinda frustrating.
Pretty much this
 
Watching my mate play, game definitely looks harder, which seems to be a good thing as when it's not a challenge it's pretty meh.

Goalkicking seems a bit random, especially for set shots. You see no wind and go the typical option and it just swings. Then in the same spot, no wind, you adjust it for the swing then it ends up going straight. Is this a glitch? It seems to be very random. Don't get me wrong, it's very boring to get a goal every time (as I watch Melbourne score 18.1 against my mate), but would be nicer if there was a bit more consistency to it.

Secondly, I still feel the umpiring/tackling of the AI seems like a big issue. They'll either do these magic kicks while tackled on the ground or you'll wrap them up after they've held the ball a while but still no HTB.

Hit outs seem to be much harder too, my mate usually destroys at them but just lost 43-10. This all being said, the games I watched him play were closer and he was definitely getting into it more (rage lol) so the change in difficulty is a positive for sure.
 
Yep exactly this
I've already submitted a ticket (feature request) to what I think can fix it and have gotten a positive reply from the BA Support team, I think one thing BA can take from a game like Madden (absolute garbage nowadays) is the ability to have multiple choices available by the press of a button to select a player. L1 to pick the nearest player and or L1 + Joystick is not as effective as it should be.
 
Hearing a lot of people say we need to slow the game down, is this a consensus on here?
Agree with others.
The speed of the game is good to me, simulates the sport well.
Biggest issue for me is button responsiveness. With the speed of the AI the handball button needs to be far more responsive and a more intuitive method of hitting the correct target.

My biggest frustration is quickly pressing the handball button to no effect, but constantly getting wrapped up by the AI.

To me if the handball function is overhauled and made super responsive and accurate it would fix so many issues in the game.

On SM-S901E using BigFooty.com mobile app
 
100% for the default speed, it would be great if there was a slider for offline so you could experiment.

There is possible gameplay issue here though. Long balls are currently a huge outlier to the quicktime-style nature of the gameplay and your reflexes 'feel' like you should be doing something when you're waiting for the ball to arrive. If you're first to the drop, I'm not sure there is much you can do.

Maybe not for AFL 23, but it would be good if there was some type of hip and shoulder mini game with a risk/reward mechanic for a certain types of kicks. Just to put it out there, what I'm thinking is something along the lines of:

  • modifier button for aggressive and flop (R1 / R2 perhaps).
  • use rock paper scissors mechanic -





- % chance of success increases the earlier you do it, rewarding accurate passing


I'm loving the tumbling players, don't see it often but I think it's a gold mine for enhancements in future.

Agree, and timing the contact early is a free against, late you use the contest, just right and you get an edge. Basically jostling which Ross did say they are hoping to improve a while ago.

Just played a game vs the Williamstown as Richmond VFL. Won 9.3 to 4.9. Basically sending every game I play here as not playing too many. Take outs this time;
  • All the stats were quite even. Lost hitouts but did okay in clearances, marks and contested marks fairly even, disposals, etc.
  • However I lost inside 50's 26 to 13. Think this has been a consistent theme in my wins, not sure why exactly. In this case bad kicking from Williamstown and they did lock the ball inside 50 at times so could be why.
  • Gameplay still really fun for me. All opposition seems to be playing as default tactics, very keen to see how it plays when that isn't the case (or if anyone has an example where it isn't).
  • Players stuck in the mud still too frequent unfortunately, and short handballs still not hitting the target eg if you wanna offload to a guy 1m away as you're about to get tackled, the handpass always goes 4m that way and misses him.
  • AI disposal from tackles my other gripe, always hit targets. If this could just be like +- 30% in either direction, would add so much to the game with the 'messiness' of AFL captured and the ball movement patterns somewhat broken up. Unsure if this is just because I play on VH though.

Really think those last 2 dot points are the main ones to fix now. Everything else seems to play pretty well, minor bugs or AI issues aside.

EDIT - oh forgot to add change player bug. Will change me to a player not in the marking contest etc too frequently.
 
This game has gone from it's dumb, but it's got heart, to outright unplayable over the last fortnight.

Teleporting tackles on kicks. Every second mark I take against the AI doesn't register and I'm instantly called to play on = instant holding the ball, Handball receives slow my player to a crawl. Handballs rarely hit targets. Hitouts rarely feel intuitive. Each player handles like an absolute pig, and the controller responsiveness is awful. I could go outside and load up a kick before my controlled player is ready to go.

Add into this that management mode is at best barebones and at worse apathetic and misdirected, and there's nothing for me here.

I've written what feels like a half-dozen tickets that have gotten this game nowhere.

I am a staunch Big Ant defender but guys! Wtaf happened?
 
I've already submitted a ticket (feature request) to what I think can fix it and have gotten a positive reply from the BA Support team, I think one thing BA can take from a game like Madden (absolute garbage nowadays) is the ability to have multiple choices available by the press of a button to select a player. L1 to pick the nearest player and or L1 + Joystick is not as effective as it should be.

Yeah have tried using the joystick method, just too fiddly and by the time you do it the necessity is past.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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