Remove this Banner Ad

AFL 2007 talk

🥰 Love BigFooty? Join now for free.

Status
Not open for further replies.
FH JUST A FEW THINGS OK HERE GOES:

Crowd atmosphere increased? eg: home team more cheers away team less cheers and more boos and when theres only little time and its a close game does the crowd get louder?

Commentary is it more realistic and is there alot more commentary like comments and stuff and when its a close game do the commentattors atleast get a bit more excited?

is the setup for the team set up like this
B:
HB:
C:
HF:
F:
R:

well yer you know what i mean or if its not how is it setup

Training is there practice matches, can you work with like forwards defenders midfielders etc the grounds where you practice are they like tha gabba or just ordinary training grounds and after you do training do playes get more better like more devoloed in there stats or something

how is the player devolopment lik is is the same as 2006 with dev points or is it like fifa when after a game they just get more experienced in there stats

the shirts is there long sleeves and if there is can you choose who wears the long sleeves or is it just random

and one last thing you konw how you said theres season stats what kind like was it the same as afl 05 in the team roster like games golas behinds games this season suspensions like yer so what kinda stats and well thats all YOU'VE BEEN GREAT FH ON THIS FORUM AND I CANT WAIT FOR JUNE 28TH BUT NOOOOO ITS LIKE A MONTHS AWAY :( lol anyway please answer my questions asap anyway CYA

PS. GO THE MIGHTY LIONSSSSSSSSSS

Good questions...

Atmosphere - I stated in an earlier post that we were unable to source the audio to produce the atmosphere we wanted so the best we could do was to amplify the crowd for home goals as away to away goals. It was unfortunate given we had big plans to re-create the atmosphere of a game. It has been tweaked in other areas too but it's not quite what we wanted...:(

Commentary - given we have two new commentators this year it gave us an opportunity to re-work the scripts to make it feel more like football. We have given Gerard Healy more of an analytical style of commentary this year which adds to the gameplay. Dennis still basically calls what's happening on the field. Danny gives more indepth comments about what was said in the huddle/rooms and when there is a tactical change Gerard explains what is behind that tactical setup.

Team Setup - yes it's more like the traditional team setup and will show the match up of your player underneath his name. When in-game it will show a stamina comparison between the two players in a matchup so you can see if you need to get some fresh legs on the field.

Training - is more of a management style this year. You can select the team, a group of players (e.g. midfield), individual players or a select group of your choice and train them in various disciplines. There is also an intensity setting for the training and you will be shown a results screen after the simulated training session that shows where players have gone up or down in certain attribute categories. Every type of training and intensity has and affect either positively or negatively on the attributes of the players so you'll need to mix up your training setups to work on areas where players are down.

Player Development - this is the same as in 2006 with the use of development points.

Long Sleeves - yes we have long sleeves in the game. In the player editor you can choose what sleeve type along with sock type etc. The player editor allows you to edit a lot of the visual appearance of players.

Stats - we have a comprehensive set of stats viewable in a number of areas. In the season/career mode there are season statistics tables that are viewable where you can see each team along with leaderboards for all stat categories. We have also included career stats for things like games and goals so you can follow a player's career! :thumbsu:

Thanks for the questions...keep 'em coming.
 
FH said that it was ranked on the teams best 22, not the whole 40 or so players, if you think about it Carlton might have a best 22 who are rated higher than Collingwoods best 22 but Collingwood could have more players rated between the 65-75 catagorie than Carlton so in their overall team they would beat Carlton but in the best 22 they lose.

Hope that wasn't too complicated.

That's exactly what I meant. Phew, I was hoping someone would get it. Put it this way...when you play season mode you'll realise what team has depth and really is rated higher...:thumbsu:
 

I'm very happy that they mention our team number of 15 people. Now you guys will better comprehend how we do our very best to compete with the likes of the Madden's and FIFA's out there who have teams four times that size!

All in all though it was a very accurate article and though it doesn't go into depth it does mention the areas that have been our focus for the 2007 version. :)
 

Log in to remove this Banner Ad

FH,
Just a thought. For Melbourne based supporters of the game why not have a gaming night at the IR Gurus building for them to come and give feedback and have an open discussion with you guys? This could enable us to give feedback direct to you while playing the game and for you to put forward your point of views. It would also be good for everyone then to see the different things people want out of the game. ie. some want a quick pick up and play game and others want a simulation long-term based game. It may help to target that middle ground.

Just another thing, has the smothering been modified at all in this version. In the previous version the smother appeared to be something that was added as a last minute idea. In one of the introductoin videos you had before one of the games (the one with west in the ruck and tarrant kicking at the end) there was a great smother in it. Something like this would be great in the game. It would add to the contest style game we talked about earlier. I understand you guys actually didnt put that intro video together as it was outsourced but a smother like that would be great.
 
FH,

Could you please slip me a disc cos I dont think I can wait till June 28th.
hahaha Me Too!

I'll PM you my postal address FH :p :D

Haven't seen one of those in real life for quite a while...nah, if we can't get fighting or a blood rule into the game I doubt the AFL would allow us to put a streaker in.
Have you guys tried getting fighting and blood rules in?
 
FH,
Just a thought. For Melbourne based supporters of the game why not have a gaming night at the IR Gurus building for them to come and give feedback and have an open discussion with you guys? This could enable us to give feedback direct to you while playing the game and for you to put forward your point of views. It would also be good for everyone then to see the different things people want out of the game. ie. some want a quick pick up and play game and others want a simulation long-term based game. It may help to target that middle ground.

Just another thing, has the smothering been modified at all in this version. In the previous version the smother appeared to be something that was added as a last minute idea. In one of the introductoin videos you had before one of the games (the one with west in the ruck and tarrant kicking at the end) there was a great smother in it. Something like this would be great in the game. It would add to the contest style game we talked about earlier. I understand you guys actually didnt put that intro video together as it was outsourced but a smother like that would be great.

That's not a bad idea...

With regards to the smothering - we have done a lot of work adding evasive maneuvers like spinning and shrugging and we've also tweaked the smother. It's still a little slow in its execution if you ask me however but it's very effective.

We actually do put the intro movies together for the game :thumbsu:
 
hahaha Me Too!

I'll PM you my postal address FH :p :D


Have you guys tried getting fighting and blood rules in?


Ha! nice try...

No point even trying to get the fighting in when we can't get permission for state of origin or all-australian modes! Something like a blood rule would be a next-gen thing.
 
have you actually put anything decent in the game this time or not? all i see when i read this is 'no were not allowed to do it' or 'we dont have time'.. well obviously time isnt an issue because were a third of teh way through the season!
 
have you actually put anything decent in the game this time or not? all i see when i read this is 'no were not allowed to do it' or 'we dont have time'.. well obviously time isnt an issue because were a third of teh way through the season!

Yeah because 15 people working on a PS2 game can build the worlds greatest game in the 12 months since the last one was released!:rolleyes: Look at the staff, budget and timelines on nearly all other larger sporting games (FIFA, etc) and i can tell you they have a lot more!!
 
FH said that it was ranked on the teams best 22, not the whole 40 or so players, if you think about it Carlton might have a best 22 who are rated higher than Collingwoods best 22 but Collingwood could have more players rated between the 65-75 catagorie than Carlton so in their overall team they would beat Carlton but in the best 22 they lose.

Hope that wasn't too complicated.

Quite possibly the stupidest thing i have ever see in a game.
 

Remove this Banner Ad

Training - is more of a management style this year. You can select the team, a group of players (e.g. midfield), individual players or a select group of your choice and train them in various disciplines. There is also an intensity setting for the training and you will be shown a results screen after the simulated training session that shows where players have gone up or down in certain attribute categories. Every type of training and intensity has and affect either positively or negatively on the attributes of the players so you'll need to mix up your training setups to work on areas where players are down.
So do they train weekly and does it affect their attributes straight away?
If this is the case why would you need dev points you should just be able to train the guys not playing abit harder and if thye play well in the reserves the should improve from that.
The training concept is great i think and i really hope it works well.:thumbsu:
 
So do they train weekly and does it affect their attributes straight away?
If this is the case why would you need dev points you should just be able to train the guys not playing abit harder and if thye play well in the reserves the should improve from that.
The training concept is great i think and i really hope it works well.:thumbsu:

Training is held weekly in the middle of the week. We did have two training sessions per week but we found a couple of problems;

1. The players were developing too quickly
2. When we reduced the amount of development a player sees from training the amount of how much he changed up/down was too small to display on screen. (e.g. +0.0004% which wouldn't change a number like 67 for example for a very long time)

Training will have a +/- affect on the players for the up and coming game but will be tallied throughout the season to have an overall +/- affect at the seasons end. You will see the attribute categories of each player after training and they will have a green block under the number for a positive change and red for negative. Categories that have no change will have no colour block underneath.

Every type of training has a +/- influence. For example training the players lightly will keep them fresh stamina-wise for the game but will make them soft so their durability is affected. Train them hard and they'll lose stamina for the game ahead and someone may get injured at training.

Players who are injured are exempt from training.

The long term effect of training is far less influencial than development points. The two methods of development go hand in hand and are a great way to have influence over a player week by week and throughout a season.
 

🥰 Love BigFooty? Join now for free.

Quite possibly the stupidest thing i have ever see in a game.
It isn't because most teams do have relativly equal best 22's, if you really think about it West Coast don't have that great of a team OVERALL they have a great bunch of midfielders and some good back up players but their forward line isn't as strong as a team like a Melbourne or Fremantle, but the ability of the midfielders will push their Best 22 overall up.
 
Quote of the year.
Don't be a smart arse, how many great players do West Coast have playing in their forward line? The big ******ed unit Quinten Lynch who is managing 1.4 goals a game so far this year, The Ghost White Ashley Hansen, Rowan Jones has even been named in the forward line, superstar lineup there.
 
The training does sound pretty rad.

Can you give out dev. points to everybody in your squad or only those who played your last game?

You hand out development points in the 'training setup' section of the career mode so you can dish them out to anyone on your list (rookies included). The idea is to spend them on the young players so you have some depth in the team.
 
It isn't because most teams do have relativly equal best 22's, if you really think about it West Coast don't have that great of a team OVERALL they have a great bunch of midfielders and some good back up players but their forward line isn't as strong as a team like a Melbourne or Fremantle, but the ability of the midfielders will push their Best 22 overall up.

Quite possibly the stupidest thing I've ever heard.

You go for Richmond, what a team of all stars! Take your comments to the other forums mate
 
Status
Not open for further replies.

Remove this Banner Ad

🥰 Love BigFooty? Join now for free.

Back
Top