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AFL 2006 Talk

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melbournemartin said:
i find that on strict umpiring i'd get like 30-5 in my favour.i brought it back down to moderate and its like 20-5. maybe ill bring it back to linient. i bumped it up uin the first place to make it harder on me but it only makes it easier.

I did the same thing, i was hoping for a tough game with decent umpiring, i didnt want to get every single damn free!

Make to lenient it goes
 
A couple of suggestions to FH, someone a few posts back wrote that there arent any contests on the ground, and that when a player gets tackled its either holding the ball or a ball up, well I was thinking to make this more interesting maybe introduce a system where if a player gets tackled to the ground a tug-o-war system can ensue where there is a bar or something that the player has to button bash to get the slider to one end and get it to his player, and the player and opponent could choose whether they want to add more players to the contest and the more players that are added the harder or easier (Depending on who has the most players in the contest) the slider is to get to one end. But the player and opponent would have to make sure that they dont put too many players in the contest otherwise there will be no one to collect it if it came out, so if the slider goes to one end the ball comes out but if it doesnt it could be a ball up or holding the ball.

And also could there be a manuel way to bounce the ball, I would suggest either the R3 or L3 buttons, just clicking it down whenever you want to take a bounce.
 
dmc333 said:
Played it once at my friend's house, told him to turn it off after tha game, didn't notice it was any better.

Pro Evolution Soccer :thumbsu:

Then you are a fool. It is heaps better. Still Shyte, but heaps better.
 

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yeh i played it at a mates house it is an improvement but i dont really think its...well exellent...its good ill give it a 7/10 but i still think the AFL2004 was the best. i dont know why but i really enjoyed the layout and the actual gameplay of 2004.All in all the new 2006 game is good i enjoyed it, a few glitches here and there...more to do with umpireing but hey the creators did a good job.
 
A review/interview in Melbourne's Herald-Sun last week...



Greg Thom's tip for the week: AFL Premiership 2006 is the best footy videogame yet

AFL PREMIERSHIP 2006 (G)
PS2
rrp. $79.95

IF YOU think playing AFL football is difficult, try simulating it in a videogame.

Those who have swear it is possibly the most difficult sport in the world to capture accurately on a games console such as PS2.

The very elements that make it a great game work against it.

The large number of players on the field, highly unstructured gameplay compared with more set-piece codes such as rugby, soccer and gridiron, and complicated, often ambiguous rules make for a unique challenge.

"You see soccer games that are doing effectively half as much computing to actually get the game to run as we have to do with AFL," Justin Halliday of Melbourne-based games company IR Gurus says.

"I'm not making excuses, but I don't think people sometimes appreciate the complexity of the game."

That hasn't stopped developers from taking the punt. The latest effort is IR Guru's AFL Premiership 2006.

The company has been involved in five AFL games dating back to 1997. According to Halliday, they are still learning.

"Before we started work on this game, we went back and played all the old AFL games to look at the different features."

This resulted in one of the major changes in AFL Premiership 2006 -- a new goal-kicking system requiring players to time their kick to sliding goal posts on screen.

The system was originally pioneered in one of the first football games on Nintendo's old NES system.

"We thought it was such a great idea, why don't we bring it back," Halliday says.

The change is one of several improvements to AFL Premiership 2006 over last year's version, arguably making it the best footy game yet to hit the market. The changes include:

IMPROVED graphics in the form of enhanced stadium and player rendering.

SUPERIOR on-screen controls, so more responsive and intuitive gameplay.

A NEW training mode.

A NEW mission mode allowing gamers to recreate historic AFL matches to see if they can replicate the real-life result.

The player and team-development features have been revamped, allowing fans not only to spot a strong player on the field but also to nurture their abilities to create a future AFL superstar. Such features add a lot of depth to the on-screen action.

"When a player starts and they are in their 20s, they have relatively moderate-level stats," Halliday explains.

"Over time those stats increase, but as they get older, their stats start to fall off again as they start to slow and are less fit.

"Eventually they will retire if they get injured too many times or if they just get too old. Those are the sorts of areas we have been concentrating on."

Halliday says the decision last year to rebuild the game engine for AFL 2005 from scratch allowed developers to concentrate more on tweaking the on-field action to provide better gameplay in the new version.

"What we tried to do was look at every area where the player interacts with the game and improve it as much as possible."

Halliday and his team are already working on improvements for the game in next year's version. Chief among them will be more control over team training.

"You could be more aggressive with your training regimens, or more conservative. Or you could train different areas of your team, such as the backline or midfielders with different training regimens," Halliday says.

However, footy fans salivating for a taste of high-definition AFL action on Sony's next-generation PS3 games machine could be waiting a while for the opening siren.

"Sony haven't made any decisions about PS3 with AFL yet," Halliday says.

"Though it's coming out at Christmas, it's going to be a couple of years before there is any kind of install base in the country."

And AFL football's uniquely local appeal means it might have to wait in line behind other international blockbuster game titles.
 
the other day i brang on richard tambling and he was at least another 2 heads taller than graham johncock, he was incredibly tall which i found well odd
 
WCE29# said:
the other day i brang on richard tambling and he was at least another 2 heads taller than graham johncock, he was incredibly tall which i found well odd

Same thing happens with me with all players.
 
mini_me316 said:
A couple of suggestions to FH, someone a few posts back wrote that there arent any contests on the ground, and that when a player gets tackled its either holding the ball or a ball up, well I was thinking to make this more interesting maybe introduce a system where if a player gets tackled to the ground a tug-o-war system can ensue where there is a bar or something that the player has to button bash to get the slider to one end and get it to his player, and the player and opponent could choose whether they want to add more players to the contest and the more players that are added the harder or easier (Depending on who has the most players in the contest) the slider is to get to one end. But the player and opponent would have to make sure that they dont put too many players in the contest otherwise there will be no one to collect it if it came out, so if the slider goes to one end the ball comes out but if it doesnt it could be a ball up or holding the ball.

And also could there be a manuel way to bounce the ball, I would suggest either the R3 or L3 buttons, just clicking it down whenever you want to take a bounce.

Just wondering what your thoughts are on this Fiery Hawk.
 
WCE29# said:
the other day i brang on richard tambling and he was at least another 2 heads taller than graham johncock, he was incredibly tall which i found well odd

It's a bug we identified too late into production so it couldn't be fixed and tested in time. The player who comes on magically acquires the height and weight attributes of the player he has replaced. First noticed it when tambling came on for stafford and he was taller than spida. Has been fixed up for 07.
With regards to what effect it has on the game...not sure if it's just a visual thing or the game actually thinks tambling was 6ft 11 or whatever.
 
mini_me316 said:
A couple of suggestions to FH, someone a few posts back wrote that there arent any contests on the ground, and that when a player gets tackled its either holding the ball or a ball up, well I was thinking to make this more interesting maybe introduce a system where if a player gets tackled to the ground a tug-o-war system can ensue where there is a bar or something that the player has to button bash to get the slider to one end and get it to his player, and the player and opponent could choose whether they want to add more players to the contest and the more players that are added the harder or easier (Depending on who has the most players in the contest) the slider is to get to one end. But the player and opponent would have to make sure that they dont put too many players in the contest otherwise there will be no one to collect it if it came out, so if the slider goes to one end the ball comes out but if it doesnt it could be a ball up or holding the ball.

And also could there be a manuel way to bounce the ball, I would suggest either the R3 or L3 buttons, just clicking it down whenever you want to take a bounce.

I hear ya mini. I'm working on getting the ability to offload the ball in a tackle into the game along with the ability to add more players to a tackle (stacks-on-the-mill). It just has to happen. There are 36 guys on that field so there should be more close-in contested ball.
Controls would be tap the handball/kick button to offload the ball and depending on the strength of the tackler you may be able to get it out if you are a) stronger than him and b) if he's the only tackler.
Controls for extra tacklers would be tapping the tackle button to add additional team mates in the vicinity of the tackle.

Not sure about manual bouncing of the ball. That's getting a tad to complicated me thinks. At the moment the guy should bounce the ball when he's reached the maximum number of steps without bouncing. Maybe if we add the bounce after you stop sprinting you might be able to influence when he bounces the ball. I think we also need to include a bounce whilst sprinting animation that may or may not come off cleanly depending on the skill of your player. That sort of stuff will probably be looked at for next gen however.

In summary though we are definitely looking at an ability to offload the ball in a tackle or to add more players to a tackle.
 

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Fiery Hawk said:
Not sure about manual bouncing of the ball. That's getting a tad to complicated me thinks. At the moment the guy should bounce the ball when he's reached the maximum number of steps without bouncing. Maybe if we add the bounce after you stop sprinting you might be able to influence when he bounces the ball. I think we also need to include a bounce whilst sprinting animation that may or may not come off cleanly depending on the skill of your player. That sort of stuff will probably be looked at for next gen however.

A manuel bounce of the ball would add more realism considering in real life the ball just doesnt automatically fall out of your hands to the ground and then back again, plus the user would have to think more when in control of the ball, so you wouldnt get a free kick for running too far.
 
mini still considering this is a game/simulation u cant really have everything exactly the same as the real thing...you no what im saying? ur thing about the ongroud contests is like making a little minigame happen... but i supose that if you could pass out of the tackle then it would b good but you just have to remember it is still a game...:D
 
Layzen said:
mini still considering this is a game/simulation u cant really have everything exactly the same as the real thing...you no what im saying? ur thing about the ongroud contests is like making a little minigame happen... but i supose that if you could pass out of the tackle then it would b good but you just have to remember it is still a game...:D

With the on ground contests I'm just thinking there should be something like in rugby games, not a little mini game.
If you have played a rugby game you will know what I mean, everytime the player is tackled to the ground theres like a mini scrum to get the ball, I would suggest something like that.
 
yeh i know where your coming from...i spose that will make a good difference but i cant really see it happening too soon....besides in rugby u need to like have scrums and mauls....(thats wat it is called when sumone gets tackled and they still have the ball and u have to drive them forward)...but yeh i do know where ur coming from
 
:eek: Lema!!!

Hey do you have a DVD burner? You can get a copy of Sims 2 that way... ;) i can lend you my copy, your coputer would run it good. PM me eh? :)

I've been at warrens all day, so nothins happening.

Wanna see a kick-ass goal (on afl 2006)? Download this, made it today. The file has the video, score and time left (itll surprise you ;))

If anyone else wants to see my goal, you can download it here: http://z14.invisionfree.com/AFL_Gaming_Ground/index.php?showtopic=2&st=30. The latest post by Matera Goal is it.
 
Coleman?

Something strange happened to the stats of the player who won the Coleman...

The first season: nothing out of the ordinary
I won the Coleman in my first year with Shannon Grant (Thommo was injured for half the season), and his stats received a little bit of a boost. I assumed that was normal.

The second season: Huh?
When I won the Coleman with Nathan Thompson in the second season, his stats suddenly went up TREMENDOUSLY (his overall rating changed from 78 to 93):

SPEED - went up from 68 to 100
STAMINA - went up from 52 to 100
AGILITY - went up a fair bit also

Is that supposed to happen?

It's cool and all to have a player with awesome stats like that but it has caused an unexpected issue with the salary cap!
 

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Re: Coleman?

do you know george? said:
Something strange happened to the stats of the player who won the Coleman...

The first season: nothing out of the ordinary
I won the Coleman in my first year with Shannon Grant (Thommo was injured for half the season), and his stats received a little bit of a boost. I assumed that was normal.

The second season: Huh?
When I won the Coleman with Nathan Thompson in the second season, his stats suddenly went up TREMENDOUSLY (his overall rating changed from 78 to 93):

SPEED - went up from 68 to 100
STAMINA - went up from 52 to 100
AGILITY - went up a fair bit also

Is that supposed to happen?

It's cool and all to have a player with awesome stats like that but it has caused an unexpected issue with the salary cap!

From F.H earlier..
If you win a Brownlow the following are boosted to 100 for a season - speed, strength, agility, stamina, accuracy, balance.

If you win the Coleman Medal the following are boosted to 100 for a season - accuracy, balance, kicking distance, durability, strength.

So you possibly won the Brownlow instead, or aswell, or it was a glitch.
 
Re: Coleman?

How come in 2007 Judd has dropped to like 85 overall and has lost his Brownlow Special skill while guys like Wanganeen still have the brownlow special skill after winning it in 93
 
Hey all

Fiery Hawk, must say, am enjoying the game. All the previous versions I still played plenty, mainly because i love footy, but this game is the biggest step in the right direction. Obviously there is plenty of room for improvement, biggest thing being the stats, but i think everyone has covered most aspects already.

One question though. I played my first season on easy, won the flag, then traded for Judd and Goodes. Im now half way through the second season on normal, dominating, at this point Judd is averaging 30 disposals and 4 goals a game (yes I have it in a spreadsheet and work out the averages) and has had at least 7 BOG's yet when I simulate the rest of the season and see the brownlow tally votes he isnt even on the list. Is there something that stops ppl from getting Brownlow votes if they have been aquired from another club?

Also did anyone discover a way to stop the opposition from getting the uncontested mark in the forward line. I read ppl are using multiple players to tag. Which players are u using, ur other defenders or ur wingers or who? How effective is it?

Also, I cant work out the marking, I just pretty much punch every time because even when im in perfect position the ball goes past me to the defender. Is there a special way of marking it? Can u mark every contested ball if u have the timing right? Please shed some light.

Other than that, good job!
 
keepzitreal said:
(yes I have it in a spreadsheet and work out the averages)
:eek: :eek: :eek:

keepzitreal said:
Also, I cant work out the marking, I just pretty much punch every time because even when im in perfect position the ball goes past me to the defender. Is there a special way of marking it?

That's weird...the timing for punches and marking is meant to be the same. It feels that way for me.

keepzitreal said:
Can u mark every contested ball if u have the timing right?
FH mentioned in a thread on the 'other' AFL gaming forum that if you get the timing right then even beating difficult is easy. So I guess the answer is yes.
 
Fiery Hawk said:
Not sure about manual bouncing of the ball. That's getting a tad to complicated me thinks.

They had this on one as an option on AFL 98 or 99 on PC and it worked beautifully. It felt like you were driving a manual car for want of a better analogy and it was felt really cool to take a couple of bounces and draw the man. The best part was you could push the limit a little bit and sprint an extra few steps before bouncing, just like the real thing. I agree it took a little bit to get used to, but once you did you never looked back. I think we should definitely have it in for 2007.
 

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