Multiplat AFL 23 - Part 2 with added Pro Team

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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 feel like they're (opposing players) more like brick wall/robots now. Hard to explain, but many a time I'll crash into a player and the animation is stiff as - even when taking marks its just very robotic.

The game is played at a faster pace, but it doesn't flow when it's tackle tackle tackle. However I do find that the 4th quarter is free flowing and easier to score.
 
  • A basic shoulder Bump feature would be cool, i feel like this could add something to the general play.
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.
 
I've submitted tickets based on the pc version crashing every now and then. They requested my system info AND a video of it crashing. Not too sure what they can learn from seeing the image "hang" then the desktop screen ? :p. I gave descriptions of the actions before the "crashes" though.


The following is a shot at goal after the siren. Match was already decided - came back from 5 goals down at half time, barely looked like I was going to run over the top of them at the start of the 4th quarter, but luck just went my way (which is good as I was being screwed over in the first half lol). Didn't think I was going to make the distance.... I didn't but normally the AI still mark/stop the ball.... this time... NOPE lol.



Moments of anguish:

I'd hit the button to SPOIL the ball in a defending mark contest.........................
My player proceeds to MARK the ball and immediately hand pass it :( :p

Moments like that drive me bonkers "user error" ? even when I don't hit the appropriate button, things go wrong!
 

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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.
Are your referring to a bump with the Right Stick?
I’ve done it, but only managed when it’s a loose ball, and I flick it right at the moment they gather the ball.
It’s pretty useless though, as both players appear to stumble and then continue as though nothing happened.
 
Alright smashed out 2 games of management mode today. Gotta say having worked out some gameplay aspects and not using the OP attacking midfield tactic, game was a lot of fun.

I played Gold Coast and smashed them, thought here we go again, game still very easy. But then played Carlton and only won by 7 points after trailing all game until the last quarter. Switched to manual player change and while it took some adjusting to, once I did it everything became a lot smoother. No longer overrunning the ball or missing tackles, able to smother when I thought it was the better option, able to guard space. Basically became the game we'd hoped for (in my opinion).

I strung together some super satisfying plays. One was winning a hitout in the forward pocket, knowing I was too swamped to kick a goal, stringing 5+ handballs together to a defender outside the forward 50 (so backtracked 40 metres), then finally with time and space spotted a free forward 50 target and hit him. Another was similar but won a clearance on the defensive wing, strung a few handballs together, turned it over, smothered the kick, then a few more handballs including a great one where I cut inboard, drew the tackle, handballed to the player who was now running away from the clearance. Then I was able to dodge a tackle by cutting back inboard and sprinting, and again hit up a leading target.

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.

Contested marking can be OP - there were times where I had say Dusty, and a defender leapt 3m in front of him to cut it off but because I had Dusty I would win the mark. Position needs to win out in this case, pretty immersion killing when Dusty wins it. But I feel like when it's inverted, I'd win the mark as the defender. So feels like it's just too easy for the user which is part of what makes the game fairly easy. Playing on Hardest, though it says 'Hard' when I go into a game.

AI set shot decision making. AI is way too eager to pass the ball inside 50. I'd almost have it hard coded to have a set shot unless player is like 30 metres in the clear and closer to goal. Far more realistic than having them attempt 3-4 passes after an inside 50 mark and turn it over eventually.

Ratings - This is my biggest gamebreaker. I don't feel like any team is harder than any other team, besides if they have a good key defender, key forward, or ruckman. And similarly as others have touched on, a fringe key defender is rated roughly the same as the rusted on gun for each team. Immersion killer, and can't do something like 'play the kids' to develop them while losing every game on the field, which would be a super fun thing to do when rebuilding for example, but there's no rebuilding when all teams are equal.


If anyone has bothered to read all of this, kudos. Those games have definitely given me the itch and I suspect I'll be playing more of this. Hopefully some of the above is addressed in the next patch.
 
Seems annoying you have to tell your misfiled not to attack, (something nearly every midfield in the AFL does) to have fun.

They still attack in balanced, they just don't stream forward and get miles clear and score goals with ease. But yes, not ideal having an OP tactic in the menu. But I think we also need to remember that this is AFL and no one has ever got it right. I'm comfortable saying this is the best game we've seen yet as it currently is, but it still has a way to go. I'm definitely hopeful about future iterations, but cautiously hopeful given the history.
 
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
 
Next game a 1 point loss to Sydney. 30-22 down at 3 quarter time, then was down 54-29 with less than half a quarter left. Somehow piled on 4 goals to 1 in no time, started slotting them from everywhere in general play (which again felt like luck/skill combined, satisfying). Lost 60-59.

Couple of big differences in this game - Sydney seemed to get a lot more numbers back, fairly sure other teams had zoned but Sydney regularly had the hole plugged and I had no one in range. So was bombing it long and turning it over, had to work through the zone and then get it to the top of the square where I'd have at least even numbers, but scoring was a huge struggle until the 4th quarter.

Other was contested marks I lost 22-21. It was slippery conditions, so not sure if this is what evened things up or just Sydney have better contested markers, but this was a large amount of the difference between winning easy and smashing teams. I won the hitouts 26-12 and won clearances, but Sydney's clearances were far more damaging than other teams I've played before which was cool.
 
Management mode needs to be fixed - completely filled with glitches creating an unrealistic experience.

Nothing else to play other than Quick matches.

Seriously…
 
Management mode needs to be fixed - completely filled with glitches creating an unrealistic experience.

Nothing else to play other than Quick matches.

Seriously…
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.
 
This doesnt seem to happen in a single game but in Season/Management the AI catch-up is absolutely horrendous. There’s just no logical way my team can kick 10 in a row and then suddenly become a gang of training cones who are unable to mark/tackle anything at all for a whole quarter. I play on Medium and still won said game but it’s just beyond comprehension. Also the auto interchange is even worse in Season then in a single game.
 

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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.
 
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.

Yeah I play on hardest in management which then shows as hard when I'm about to start a match. So not sure if it's a display bug or a difficulty big, hopefully the latter
 
I know it’s small and doesn’t affect anything, but I noticed players singing the song after a win now have their mouths matching the words.

AFL 23 - Port Adelaide song


AFL 23 - St Kilda song


At least this seems to be the case for the AFL teams. The AFLW appear to still have the random lip movement, not matching the song.
 
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 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?
 
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?
Yeah I agree with pretty much all of that.
I’m winning on Hardest by 10 goals minimum.

The reason I’m looking forward to ProTeam is to play online and make a ‘dreamteam’ of sorts. Whilst I know there won’t be a massive difference in how they play, that’s where I’m hoping online plays different enough for it to be enjoyable. Even in NBA, I’ve never cared about having the absolute best Dark Matter cards etc.
More just worry about getting my favourite players that aren’t a bronze type operator
I haven’t played an online game yet as I’ve been waiting for ProTeam to do so
 
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

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.

Looking at the crystal ball, I don't think there will be a big improvement in management mode until the next major release. Probably a huge job way beyond their current budget. Depressing but it certainly looks that way. We shall see.


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.

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.

Wait for realistic AI by all means but you're signing up for a probably a 20 year wait. In the meantime I think the AI we have now is less to do with not watching footy and more the case it is a nut they cannot crack, just like every developer that came before. Even with the gap this is still the first game where your team always provides an option unless you're doing something really stupid.

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.

Agree with the speed, over time I think we'll come to love it if we aren't already. Frantic is the word. Also agree that the AI is making a decent fist of it a lot of the time. Plenty of moments where it's not realistic but it feels like the first time we've had a proper spread with illogical clustering at an absolute minimum.

Also really enjoying the differences between the teams. Sydney, Collingwood, Brisbane, noticing some huge differences. And I'm sure it's just a coincidence but last night had a game at the SCG where the free kick count was 10 -1 in Sydney's favour. Despite dozens of successful tackles there was not one single HTB whereas I was pinged for probably five during the game. Pretty funny.
 
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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.
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.
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.
 
It's a different kind of playable - wouldn't say it's any better or worse than the last major patch work last year.

Shame no sliders exist, I'd crank up the ability to mark more and more actual spoils. Tackling is 'decent' except when the AI still teleport from eons away (when you'd normally get the kick away).



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.

But but but the MCG looks lovely:p
 
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.
I doubt much time went into cutscenes for this patch.
My videos on the mouths matching to the songs appear to have been something they had all along but wasn't working... and they probably just re-linked the code that runs them - to the data they previously had for it...

But yeah, originally the animators would've worked on that.... which I believe adds some great flare to the game. I'd actually like more cutscenes... to be added and chosen either randomly or contextually.... then we'd watch them more instead of skipping them after the 2nd or 3rd game we play.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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