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The year is 2023 in coach mode.

The baggers have achieved:

2020: Flag
2021: Prelim
2022: Flag
2023: Sitting 8-7 and threatening to get the sack.

Anyone else get frustrated at always staring down the barrel of getting fired unless you're top 4? It shits me. Sometimes I have a ridiculous amount of injuries and/or suspensions and I'm out of form. It also seems every game I simulate I lose, even though my team is now rated 87. Meaning I basically have to physically play every game without losing or else I get sacked.

Other weird shit that isn't sitting well with me.

- What's up with players improving flat out no matter how old they are? Ed Curnow is like 34 by now and is still getting heaps of XP points, is now rated like 91. I like Ed but he just AINT THAT GOOD.

- Marc Murphy declined a contract to retire at the end of 2020 and it's 2023 and he's running around for North, still rated 90 at **** knows what age. It seems that players just never retire - David Mundy just beat me on his own and he's 37.

- GAJ is 40 and rated 90 and played for 3 different clubs the past 3 years

- It seems that you can just play any random player and get them XP points until they hit the 90-mark, no matter how average they might be in real life.

- Paul Seedsman won the brownlow in 2021 & 2022, then the following year a draftee won the brownlow & rising star - bullshit! Cripps is 99 in everything, why isn't he winning anything (except flags hehe)?

- No All-Aus team or other realistic measures to see who's had a good year.

- It seems with increased difficulty it just means more free kicks against you - every 3rd tackle is a free kick. The opposition also never misses. Majak Daw (who's rated like 93) has a quick kick on the boundary 50 out while getting tackled and it sails through.

Sounding like a negative nancy but overall I enjoy the game. The graphics aren't great but the gameplay is fun, although a lot of the time it just doesn't make sense what's happening (ie ball spills out of tackle to go through the goals and its a goal). I like how many variations of the action you can do - ie dribble/banana/snap/stab/torpedo kick, normal/lob handball etc.
 
So been thinking about the so called rubberbanding that people are reporting and over on the WW forum the devs have stated there is no code in the game for that or momentum swings but that the 'clutch' rating boosts players when their team is down, generally in the last quarter.
He says that players can be boosted a maximum of 10 points across the board when the clutch attribute is set in.
So I'm kind of assuming that a player with a clutch rating in the 90's for example would receive a 9-10 point boost to his stats. 80 an 8 point boost, 70 for 7, etc and so on.
Going through the rosters most players seem to have a fairly high clutch rating (70+). Meaning this rubberbanding we're seeing could be a result of this stat boost, which in all likelihood is boosting 90% of the team 7+ skill points across the board, thus creating the illusion of teams being unstoppable at certain times.
What I'm proposing is for people to try dropping everyone's clutch rating down to like 30 or less. And really nerfing this clutch system that makes teams superpowered.
However the system itself could then really make things interesting in terms of how our star/superstar players perform.
I suggest having players rated 90+ to have a clutch rating of 90+ so when it's crunch time, these are the guys who carry the team and standout as the true superstar factors. We could also have a clutch of say 60-70 for players rated 85+ to have a lower tier star factor for those who are still up there but not quite a superstar.
With this we'd see only maybe 1-4 players getting a boost as opposed to an entire team getting raised by 7+points when the clutch factor kicks in.
I'm going to try edit my rosters accordingly and see if it helps with the games.
As a side note I'd advocate editing your rosters to spread the overall abilities out a fair bit. E.g. aprox 15-20 players rated 90+ overall, a few more about 40-45 rated 85-89. Then a few more 80-84. And so on, having probably most players rated 70-79. With the rookies and spuds below 69.
 
So been thinking about the so called rubberbanding that people are reporting and over on the WW forum the devs have stated there is no code in the game for that or momentum swings but that the 'clutch' rating boosts players when their team is down, generally in the last quarter.
He says that players can be boosted a maximum of 10 points across the board when the clutch attribute is set in.
So I'm kind of assuming that a player with a clutch rating in the 90's for example would receive a 9-10 point boost to his stats. 80 an 8 point boost, 70 for 7, etc and so on.
Going through the rosters most players seem to have a fairly high clutch rating (70+). Meaning this rubberbanding we're seeing could be a result of this stat boost, which in all likelihood is boosting 90% of the team 7+ skill points across the board, thus creating the illusion of teams being unstoppable at certain times.
What I'm proposing is for people to try dropping everyone's clutch rating down to like 30 or less. And really nerfing this clutch system that makes teams superpowered.
However the system itself could then really make things interesting in terms of how our star/superstar players perform.
I suggest having players rated 90+ to have a clutch rating of 90+ so when it's crunch time, these are the guys who carry the team and standout as the true superstar factors. We could also have a clutch of say 60-70 for players rated 85+ to have a lower tier star factor for those who are still up there but not quite a superstar.
With this we'd see only maybe 1-4 players getting a boost as opposed to an entire team getting raised by 7+points when the clutch factor kicks in.
I'm going to try edit my rosters accordingly and see if it helps with the games.
As a side note I'd advocate editing your rosters to spread the overall abilities out a fair bit. E.g. aprox 15-20 players rated 90+ overall, a few more about 40-45 rated 85-89. Then a few more 80-84. And so on, having probably most players rated 70-79. With the rookies and spuds below 69.
If I believed that attributes actually affected anything I'd do something similar myself. I just don't have any faith that they do. Big men running at the same speed as smalls and stamina not affecting the AI speaks volumes. Someone on Reddit apparently created a player with 0 attributes points across the board and according to him they still dominated games and kicked the same distance as other players etc. Perhaps test that out for yourself before potentially blowing hours on redundant editing throughout teams
 
If I believed that attributes actually affected anything I'd do something similar myself. I just don't have any faith that they do. Big men running at the same speed as smalls and stamina not affecting the AI speaks volumes. Someone on Reddit apparently created a player with 0 attributes points across the board and according to him they still dominated games and kicked the same distance as other players etc. Perhaps test that out for yourself before potentially blowing hours on redundant editing throughout teams
Yeah I've seen all that and I haven't actually gone through and edited a whole lot yet, it's a big task! I too have my worries that the attributes don't do a lot but I'm not going to just believe a random punter who may or may not have an agenda to slander the game.
With the speed I believe that the players who have the ball are programmed to go a bit slower than the guys without the ball. And if you look at a lot of the ruckmans speed attributes a lot of them are way too high as well! Again it would take a lot of editing but the big guys should probably have a max speed of about 60. Possibly even lower.
The acceleration would need to be way higher for the small guys and way lower for the lanky blokes to create that opening disparity.
There probably needs to be an adjustment to the stamina/fatigue sliders as human controlled players seem to burn through their energy way faster than the ai, which in turn lets the ai spam the Sprint for longer.
I dunno, all speculation at this stage but I feel like I'm close to cracking the code!
 

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So been thinking about the so called rubberbanding that people are reporting and over on the WW forum the devs have stated there is no code in the game for that or momentum swings but that the 'clutch' rating boosts players when their team is down, generally in the last quarter.
He says that players can be boosted a maximum of 10 points across the board when the clutch attribute is set in.
So I'm kind of assuming that a player with a clutch rating in the 90's for example would receive a 9-10 point boost to his stats. 80 an 8 point boost, 70 for 7, etc and so on.
Going through the rosters most players seem to have a fairly high clutch rating (70+). Meaning this rubberbanding we're seeing could be a result of this stat boost, which in all likelihood is boosting 90% of the team 7+ skill points across the board, thus creating the illusion of teams being unstoppable at certain times.
What I'm proposing is for people to try dropping everyone's clutch rating down to like 30 or less. And really nerfing this clutch system that makes teams superpowered.
However the system itself could then really make things interesting in terms of how our star/superstar players perform.
I suggest having players rated 90+ to have a clutch rating of 90+ so when it's crunch time, these are the guys who carry the team and standout as the true superstar factors. We could also have a clutch of say 60-70 for players rated 85+ to have a lower tier star factor for those who are still up there but not quite a superstar.
With this we'd see only maybe 1-4 players getting a boost as opposed to an entire team getting raised by 7+points when the clutch factor kicks in.
I'm going to try edit my rosters accordingly and see if it helps with the games.
As a side note I'd advocate editing your rosters to spread the overall abilities out a fair bit. E.g. aprox 15-20 players rated 90+ overall, a few more about 40-45 rated 85-89. Then a few more 80-84. And so on, having probably most players rated 70-79. With the rookies and spuds below 69.
If this does turn out to be the case, we could think of it in Madden terms.
The 90 clutch players would be like the Superstar X-factor players that kick in at certain times throughout the game!
 
Unfortunately I very much doubt that Gridiron Champions will see the light of day, they have not been in contact with us for years now. (It is a shame, I worked with the NFL for five years, was looking forward to it.)

I didn't even know you guys had worked on this game. It's a shame it stalled as it was looking like it could've been a good game.
 
If I believed that attributes actually affected anything I'd do something similar myself. I just don't have any faith that they do. Big men running at the same speed as smalls and stamina not affecting the AI speaks volumes. Someone on Reddit apparently created a player with 0 attributes points across the board and according to him they still dominated games and kicked the same distance as other players etc. Perhaps test that out for yourself before potentially blowing hours on redundant editing throughout teams

That’s bullshit.
Kicking distance ability definitely reduces a players max kick distance (for goal kicking at very least)
And speed certainly does affect a players running speed.
I have gone through and lowered most big men‘s running speed, and they almost always get out sprinted to the ball.

Same goes for marking ability.
Gave all known strong markers much higher marking ability, and much more often than not, they win the contests.

Other sliders might have less or zero impact, but those above most certainly do. (Offline play of course)
 
There probably needs to be an adjustment to the stamina/fatigue sliders as human controlled players seem to burn through their energy way faster than the ai, which in turn lets the ai spam the Sprint for longer.
I dunno, all speculation at this stage but I feel like I'm close to cracking the code!
fully agree with this/have come to this conclusion.
When people say “the AI have way better stamina than me”, I’m pretty sure it’s because they “manage” theirs. I know I sit there with a finger hovering over the sprint button. I’m sure most others use it a lot to.

the solution is simple, lower the CPU stamina, or raise your own (or whatever direction they need to go in). This has worked for me, and sees me matching the AIs running speed in the Last quarters now, instead of burning out like I use to.

more and more I’m finding some sliders can’t be close to 50/50 between user and CPU.
Another example is tackle distance. CPU is waaay down, and from memory mine is slightly above 50. Again, makes a much better and even contest for me.
 

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Unfortunately I very much doubt that Gridiron Champions will see the light of day, they have not been in contact with us for years now. (It is a shame, I worked with the NFL for five years, was looking forward to it.)
This is a major shame as I feel Big Ant can not only break the monopoly of EA to an end but bring something fresh to the genre. Maybe that's the issue... Scared EA?
 

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Coach mode still got plenty of email bugs.

Reilly O'Brien has rucked every game for me. In round 6 he got reported at the end of the game. The post game email then stated that *random backup ruck who has not even debuted* was among the best performers in that game (despite not even playing) and not ROB.

ROB then sits out R7 suspended, and I get an email saying he's been in exceptional form in the SANFL and the SANFL coach would love to see him get a chance in the 1s.

🤷‍♂️
 
Last edited:
The year is 2023 in coach mode.

The baggers have achieved:

2020: Flag
2021: Prelim
2022: Flag
2023: Sitting 8-7 and threatening to get the sack.

Anyone else get frustrated at always staring down the barrel of getting fired unless you're top 4? It shits me.
What you talking about?
We went from 1978 to 1988 without ever finishing below 5th and had 5 or 6 different coaches.
Sounds realistic simulation of board back then to me.
Be thankful you still got your job after 4 seasons.
 

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