Kidneykid95
Senior List
- May 10, 2023
- 208
- 214
- AFL Club
- Port Adelaide
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
AFLW 2024 - Round 10 - Chat, game threads, injury lists, team lineups and more.
I still think:
- Tackles from the opposition are too fast and lock on with no options to play-on, kinda sucks when it's all the time.(i get it, some players have high player ratings and so the player that tackles you will have that strength, but still). Most of the games are very low-ish scores because of so many lock-on tackles taking up a lot of time.
I'm curious about this one. The controller guide says it is in the game, but I've never seen the animation. I would hazard a guess they've tried to do it and had to take it out because it was OP or whatever, and they are currently hoping no one notices.
- A basic shoulder Bump feature would be cool, i feel like this could add something to the general play.
Are your referring to a bump with the Right Stick?I'm curious about this one. The controller guide says it is in the game, but I've never seen the animation. I would hazard a guess they've tried to do it and had to take it out because it was OP or whatever, and they are currently hoping no one notices.
If anyone has seen otherwise would love to know. Especially curious about long balls.
Seems annoying you have to tell your misfiled not to attack, (something nearly every midfield in the AFL does) to have fun.Gotta say having worked out some gameplay aspects and not using the OP attacking midfield tactic, game was a lot of fun.
Seems annoying you have to tell your misfiled not to attack, (something nearly every midfield in the AFL does) to have fun.
No we don’t need remember this. We need to stop making excuses for these devs who refuse to watch an AFL match and program tactics accordingly.But I think we also need to remember that this is AFL and no one has ever got it right.
I wish the standard season mode had the option for pre-season matches and random fixtures like Evolution 2 had. Would make season mode far less repetitive.Management mode needs to be fixed - completely filled with glitches creating an unrealistic experience.
Nothing else to play other than Quick matches.
Seriously…
What difficulty do you play on?Game 3 - beat Port 91-19
Dominated hitouts, clearances and inside 50s. Had 30 contested marks to 14 and 16 intercept marks to 3. When I wasn't winning contested marks at ease or getting the ball forward from clearance at ease it was actually a great match and all 3 games have been noticeably different styles.
Just really really need to nerf contested marking and the impact of hitouts/clearances, is just OP at the moment and ruins immersion
What difficulty do you play on?
I read somewhere there is a bug and the settings don't match (i.e. hardest isn't hardest) but haven't experimented yet myself. I do know for sure that at a minimum there is a display bug between what you select and what is shown onscreen.
Whilst the gameplay is decently fun now, the longevity of the game just isn’t there.
Honestly baffles me that Management Mode is their last priority and that’s if it gets fixed at all
ProTeam is gonna want to be something special to keep us coming back
Yeah I agree with pretty much all of that.Yeah it's that plus being too easy that really kills it. Had another game today vs Saints, bit of a battle for first half up by 8 at half time but then won by 50. Again dominated hitouts and contested marks....basically seems like those 2 stats = success or failure. And the AI has Samson Ryan in the ruck for me most of the time, no way I should be dominating hitouts every game.
The problem with Pro Team is that right now every player more or less is equal. Ruckmen are only slightly slower than fast players, Tom Lynch and Nathan Broad are equally good at marking, etc. So what will drive you to get a better roster when there's no tangible difference in gameplay?
Honestly baffles me that Management Mode is their last priority and that’s if it gets fixed at all
ProTeam is gonna want to be something special to keep us coming back
No we don’t need remember this. We need to stop making excuses for these devs who refuse to watch an AFL match and program tactics accordingly.
These 2 passages highlighted to me what the game should be all about. It felt difficult, tactical and satisfying when it came off, and I felt in control. I actually disagree with the people on here saying the game should be slowed down. I don't see how you can pull that off without making it too easy, unless gameplay was completely overhauled which isn't going to happen. AFL is played at a frenetic pace and I like that the game reflects that.
I also watched what the AI was doing in these plays and honestly I couldn't fault it. AFL is complex and games will never be perfect but I didn't see anything gamebreaking, and in fact thought it was quite realistic.
All that being said, the issues I think remain crucial to fix are;
Hitouts are OP and clearances depending on tactics can be OP. I found it hard to clear the ball vs Carlton even when I won the hitout, but vs GC I was just streaming out of the centre. I'll play some more games before I judge this completely but my gut feel is GC will always play this way and games vs them will always be boring. So that needs tweaking. Ideally clearances should be fairly tough in every game - there aren't many sides that are regularly doubled in clearances. But once in open play we should see differences.
I think it's more so the gameplay being a mess and it being very barebones is the reason the longevity isn't there.Whilst the gameplay is decently fun now, the longevity of the game just isn’t there.
I doubt they spent much time on the gameplay in the new patch, probably a few weeks at most. And for some reason they wasted time, labour and budget on cutscenes.Can't prove it of course but I reckon BA set out to get the game in a playable state in this patch and little else. Doesn't feel like a long bow to draw.
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.AFL games have been made for 30 odd years and no one has come close to doing a great game. Chances are it will never occur & as a result games like 23 are worth talking about.
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.
I doubt much time went into cutscenes for this patch.I doubt they spent much time on the gameplay in the new patch, probably a few weeks at most. And for some reason they wasted time, labour and budget on cutscenes.