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AFL Evolution - features wishlist/discussion.

  • Thread starter Thread starter FearTheBeard13
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FearTheBeard13

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Hi all, as the thread topic suggests, just curious to what everyone is hoping will be in AFL Evolution as far as features are concerned? Just to start off, some of the smaller things I'd like to see are:

List management control (trading/singing/delisting players)
Changing current players guernsey numbers
A 'snap/banana' on-ground kick modifer

What are yours? Ta
 
The AFL Live 2 controls really annoyed me. Would like to see the AFL Live 1 controls back.
Also I think past afl games have lacked the emphasis on the set shot.
To make set shots at goal more challenging, fun and diverse I think it would be awesome if there was controller vibration during run up where you have to complete a few tasks which would depend on the difficulty of the shot, wind, rain and skill of the player. If it is a crucial set shot at the death, the vibration would be louder to resemble your heart pounding.

The set tasks would include:
- choosing the player's set shot starting position,
- moving the left analog stick to start your run up
- Press a button when you want to commence the goal kicking action after two more steps- this is also when you would decide on the power/distance of the kick.
- pressing a button on the correct part of a swinging radar to determine the timing and effectiveness of the ball drop. The speed of this radar would depend on the player set shot skill, weather conditions and game difficulty.
 
The AFL Live 2 controls really annoyed me. Would like to see the AFL Live 1 controls back.
Also I think past afl games have lacked the emphasis on the set shot.
To make set shots at goal more challenging, fun and diverse I think it would be awesome if there was controller vibration during run up where you have to complete a few tasks which would depend on the difficulty of the shot, wind, rain and skill of the player. If it is a crucial set shot at the death, the vibration would be louder to resemble your heart pounding.

The set tasks would include:
- choosing the player's set shot starting position,
- moving the left analog stick to start your run up
- Press a button when you want to commence the goal kicking action after two more steps- this is also when you would decide on the power/distance of the kick.
- pressing a button on the correct part of a swinging radar to determine the timing and effectiveness of the ball drop. The speed of this radar would depend on the player set shot skill, weather conditions and game difficulty.


Thats a good idea! I actually played FIFA 17 for the first time the other day and love the new penalty/free kick mechanics. Would love to see something like this implemented into AFL Evolution where the left thumbstick controls the player, the right thumbstick controlling the aim once you hit the 'shoot' button.
 

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Thats a good idea! I actually played FIFA 17 for the first time the other day and love the new penalty/free kick mechanics. Would love to see something like this implemented into AFL Evolution where the left thumbstick controls the player, the right thumbstick controlling the aim once you hit the 'shoot' button.

So the ideal set shot process would include:

1. Move player back to change distance of run up (vibration starts to resemble heart beat) (set shot at the death= stronger vibration)
2. Show cut scene of player lining up
3. move left analog to start run up
4. Click square button to start kicking motion/control power of kick
5. Move right analog stick to control aim and ball drop
6. Show Cut Scene with goal celebration/reaction to miss
 
Also in be a pro mode, there should be a Draft combine where your player has to complete various drills/tests which combine with TAC Cup form to determine whether you are selected in the draft or have to go through VFL first to get drafted.
 
Idgaf about be a pro stuff or other mini game sort of things. A decent career mode and a game that plays well would be a great start. If we have a fan hub though, the ability to create a custom team (with a custom guernsey) has to be there surely.

As far as goal kicking goes, I wouldn't mind seeing a Tiger Woods style flick action that gets less forgiving with lower stats or when pressure is on.

Good wind physics are well overdue in an AFL game too. They haven't really gotten it right since AFL 2004 (the Around the World video I posted shows a good example of what I mean). If there's a 40kmh wind blowing away from goals it should be impossible to kick a drop punt goal from the pocket, and at the other end you should be able to sit it up and let the wind do the work. And when there's a cross wind, starting it at the behind post and watching it curl back through is great. For as much as AFL Live 1 got right, it never felt like wind affected the football after it left a player's foot. You still had to aim at the behind post in a big crosswind but it just meant the ball flew off the foot at a greater angle, not started straight and drifted in the air.
 
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Be a pro mode would be great if they did the entire process to get drafted where you choose your TAC cup club or WAFL or whatever, train, go to the combine and do under 18s, leading to you getting drafted. NBA 2k does it and so does Fifa now, and I've enjoyed both. Defiantly want some form of ultimate team. I'd love to start up a club and keep making it better and better


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On the AFL Evolution Player Ratings Discussion Thread, We have finally reached stage 2 of our AFL Evolution Player Ratings dissection.
Now we will rank players by position. This will make rating the players easier as we are comparing players who are similar. Then in stage 3 we will have 11 player type lists ranked in order from best to worst where we can keep comparing the top player for each type. This will give us the most accurate ratings for all players.

Firstly, for stage 2, all Players have been assigned one of the following positions.

KF- Key Forward >191cm
SF- Small Forward <186cm
MF- Medium Forward >186cm
FWD/MID- Forward Midfielder Forward who rotates into midfield frequently or vice versa
TMID- Tall Mid >187cm
MID- Midfielder <187cm
RUC- Ruckman
DEF/MID- Defender Midfielder Defender who rotates into midfield frequently or vice versa
MD- Medium Defender >187cm
SD- Small Defender <187cm
KD- Key Defender >191cm

I will post the Ruckman shortly on the thread, your job is to decide if the ruckman are ordered from best to worst or if changes are needed (expecting them). Ratings are not important for now just the order from best to worst. Final Ratings will be assigned after stage 3 when all player types have been combined to create 1 long list.

https://www.bigfooty.com/forum/threads/afl-evolution-player-ratings-discussion-thread.1155141/
 
I do play it in real life.... I am part of a team.

Then why the hell do you care about how the gameplay in a video game is. If you have common sense (seems you don't and same as a lot of you). Games of this genre simulate something. Which is bloody hard, think about it. What ever result comes through, they did a damn hard job to get a playable game released. I've played WWE 2k17 and when a wrestler is going in and out of the ring during gameplay the ropes go crazy and sometimes looks like the wrestler goes through the physical rope. Its annoying yes, but I know its a video game that simulates wrestling.

Video games will always have bugs and issues. If there are any annoying bugs in AFL Evolution, I just hope that they are resolved quickly through updates.
 
Then why the hell do you care about how the gameplay in a video game is. If you have common sense (seems you don't and same as a lot of you). Games of this genre simulate something. Which is bloody hard, think about it. What ever result comes through, they did a damn hard job to get a playable game released. I've played WWE 2k17 and when a wrestler is going in and out of the ring during gameplay the ropes go crazy and sometimes looks like the wrestler goes through the physical rope. Its annoying yes, but I know its a video game that simulates wrestling.

Video games will always have bugs and issues. If there are any annoying bugs in AFL Evolution, I just hope that they are resolved quickly through updates.

If you're a paying customer you obviously would want the best value for your money spent. Obviously WW dont have the budget that EA Sports have with FIFA but none the less youd hope this game plays like Aussie Rules Footy and not Soccer. Thats why AFL games drop once every 3 years I would assume, coding and programming a simulation for a sport with 36 players simultaneously is immensely difficult.
 

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Idgaf about be a pro stuff or other mini game sort of things. A decent career mode and a game that plays well would be a great start. If we have a fan hub though, the ability to create a custom team (with a custom guernsey) has to be there surely.

As far as goal kicking goes, I wouldn't mind seeing a Tiger Woods style flick action that gets less forgiving with lower stats or when pressure is on.

Good wind physics are well overdue in an AFL game too. They haven't really gotten it right since AFL 2004 (the Around the World video I posted shows a good example of what I mean). If there's a 40kmh wind blowing away from goals it should be impossible to kick a drop punt goal from the pocket, and at the other end you should be able to sit it up and let the wind do the work. And when there's a cross wind, starting it at the behind post and watching it curl back through is great. For as much as AFL Live 1 got right, it never felt like wind affected the football after it left a player's foot. You still had to aim at the behind post in a big crosswind but it just meant the ball flew off the foot at a greater angle, not started straight and drifted in the air.
It's not easy to replicate triple A titles like Aussie Rules Hero, though.
 
I also dont see it happening in this title, but if AFL Evolution becomes a series, hopefully we can get some classic times like NBA 2K has!! I'd love to put the 2010 Pies against the 2006 Eagles!!
 
I'd like to pitch in on some of my ideas:

Goal kicking attribute:
- Each kicking statistic goes towards there overall chance of success (when kicking towards goal).
- A player with maxed kicking stats would not mean they would have a 100% chance of kicking a goal. The result would be determined taking into consideration the players current Stamina/Fatigue, Attributes, Distance from goal, Angle and the Wind.
- Kicking power would be determined by how long you hold on to the button for. Holding the button for to long would 'shank' your kick. Kicking power would only be in control of the length of your kick.

This would be the same for regular goal kicks from within scoring distance and set shots.


Goal kicking (Set shot):
- When taking a set shot you would approach it exactly the same as you would a regular kick. Although with more time to aim your shot, determine the wind and angle of your kick as well as decide on your run up.
- You would have a aiming indicator to assist with your set shots.
- You would have a 'Safe zone' indicator on the ground around your player to allow you to move around without going off the mark.


Season/Career Mode:
- The ability to manually train specific players in between rounds (This would include a training cap each week).
- Goal kicking practice to train a players goal kicking attributes.
- Running Drills to train a players athletic attributes.
- Gym to make players stronger.
-
Defensive training to train defensive attributes.
- Be A Pro mode where you take on the role of a particular player instead of a full team.
- Trophy room - to view all the cups/trophies you have earned throughout your career.

That's just to name a few..

 
I really just want a good career/coach mode.

One that lasts multiple seasons (at least 20, never ending would be brilliant) and properly keeps track of all past stats, records, premiers, medal winners etc. plus does a good job with the generated draftees every season.
 
I really just want a good career/coach mode.

One that lasts multiple seasons (at least 20, never ending would be brilliant) and properly keeps track of all past stats, records, premiers, medal winners etc. plus does a good job with the generated draftees every season.

Fingers crossed theres no Gary Fyfes or Lance Dangerfields in the rookie pool after 2 seasons! lol
 
Beginner mode to be user friendly for those who are useless at most games.
Heaps of music with options to create playlists.
 

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just nice gameplay, something fun to play that runs smoothly.

more variations of plays and movements...

something nice that just ticks the boxes at a basic level for current gen..

AFL Live 2 only seemed to have one marking style, which felt a bit one dimensional, so just more variations of marking, kicking, gameplay.

AFL Live 1 you could take about 4 variations of a speccy, chest mark etc....
 
Besides the obvious in gameplay and competence physics I would like detailed stats you can always access. A 2k style career mode where you could eventually coach would definitely be pretty sweet too.
What Righteo said.

On OnePlus 3 using BigFooty.com mobile app
 
Fingers crossed theres no Gary Fyfes or Lance Dangerfields in the rookie pool after 2 seasons! lol

The big killer for me in the draft for AFL Live 2 was that by 2017-18, all the players in the draft were at least 21. For some weird reason, it would only generate like 4-5 17 year olds, 2 18 year olds, and the rest were in their 20's or delisted players. Saw Fremantle draft Kennedy-Harris with #14 in my career mode
 
Be a pro mode would be amazing, obviously not as in depth as Alex Hunter in FIFA and pro modes in NBA 2K, but some sort of pro mode would be fantastic. Won't hold my breathe though.

Non negotiables for me would be a career mode/list management, drafting and trading. Trading, I would like for it to be like premiership coach, each players are allocated points for example Dustin Martin may be worth 8,000 pts and to even come close to making a deal, it must be close to or around the 8,000 pts mark. I remember in a previous version you could trade 3 spuds and pick 141 for G.Ablett.
 

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