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AFL Evolution - Launch thread

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Been playing more recently with the new patches and slider settings.

Love how forward pockets actually crumb at the front of the full forward if it gets spoiled. Have had some really realistic crumbing snaps at goal.
 
How do you make trades harder without limiting yourself? Does the management difficultty sort this one out?

Yeah it's a mix of management difficulty and how much you pay your negotiator. Make the difficulty hard and pay him peanuts, that makes the trades hard. I was on easy and was paying him 8/10, and was able to trade Dallas Willsmore and pick #70 something for Chad Wingard. In a different save, with higher difficulty and less pay for the negotiator (about 3/10), i couldn't even get people to accept Dallas Willsmore for anything lower than pick #91
 
My tip is Very Slow on legend. Then tweak from there.

I'll take screenshots of my sliders tonight- if anyone wants to/does try them, let me know what you think! (Also remember I manually tweaked key players stats, slowed down almost all ruckman, increased kicking distance of people like franklin and reduced for players like Garlett and stevie J). Also play with wind indicators off to make set shots more random (have kick charge meter pretty high but kick distance turned up meaning nail a meter at the top and you can dob it from 55-60)
Hey guys, I joined this site as it seemed to have a lot of good information... but sadly I don't have time to go through all the pages... I got a couple of questions about pro mode if someone could answer that'd be great.
1. When do you get to have your selected number? In the TAC cup I had my selected number but not since joining an AFL club, I'm into season 4 and have a rating of 91.
2. When does leadership get offered to you/how can I get in the leadership group... mainly so I can select the line up.
Cheers, loving the game.
 
Hey guys, I joined this site as it seemed to have a lot of good information... but sadly I don't have time to go through all the pages... I got a couple of questions about pro mode if someone could answer that'd be great.
1. When do you get to have your selected number? In the TAC cup I had my selected number but not since joining an AFL club, I'm into season 4 and have a rating of 91.
2. When does leadership get offered to you/how can I get in the leadership group... mainly so I can select the line up.
Cheers, loving the game.

1. No idea, pretty sure you can't.
2. pretty sure you just have to be the highest OVR player and the current captain retires/gets injured. That's how I got captain.
 

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1. No idea, pretty sure you can't.
2. pretty sure you just have to be the highest OVR player and the current captain retires/gets injured. That's how I got captain.
Thanks for your reply mate.
I was hoping I'd get my selected number after that player retired. Good tip on becoming captain... bit of luck involved
 
Hey mate, I was wondering if in Pro mode at any stage you get to be your selected number?Cheers

I think it only applies if no other player on the squad has that number. I know in my first season I chose Box Hill in the VFL and a deliberate number.... I ran out in that number. But when I went to the Lions I was a completely different number.
 
I think it only applies if no other player on the squad has that number. I know in my first season I chose Box Hill in the VFL and a deliberate number.... I ran out in that number. But when I went to the Lions I was a completely different number.
Ahh cheers mate, was wondering if I'd ever get to see my number change back.
 
Played this for the third time overall after a loooong hiatus of it being used as a drink coaster soon after purchasing it upon release. Thought i'd give it another go after hearing patches had fixed the gameplay somewhat.

Even with patches, it's still a smouldering dumpster fire. Online is a nightmare, and clear to see that people are exploiting the quirks of the game just like in AFL Live; handballing it quick out of the middle with a clearance, drawing a player, handballing to the free man and kicking a goal along the ground so it isn't marked and isn't affected by the wind.

Offline is manageable... JUST. Purely based on the CPU being witches hats and making you feel like a king.

But again, the marking mechanics need a massive overhaul and unfortunately aren't salvageable - even with the patches.
 
I took a bit of a break, I meant to play it more during prelim and grand final weeks... just couldn't manage to do so. Still enjoying it and still consider it as one of two possible GOTY contenders :D... easily my "fifa" this year in terms of hours played and time spent on it!
How many hours you played now? I'm up to 146... only way to see The Lions win a game of footy :)
 
How many hours you played now? I'm up to 146... only way to see The Lions win a game of footy :)

Not as much as I originally thought...... 96 hours on the Xbox
About 60 hours on pc

I played one of the Fifa's from launch a couple of years ago, racked up 90 hours within 3 weeks!! (essentially 5.5 hours a day across that time). Most other Fifa's would normally take 3 months to get that much game time from me.

In comparison I purchased Injustice 2 not even 2 weeks later, yet I've sunk the most time into that game this year (360* hours worth thus far).
 
Played this for the third time overall after a loooong hiatus of it being used as a drink coaster soon after purchasing it upon release. Thought i'd give it another go after hearing patches had fixed the gameplay somewhat.

Even with patches, it's still a smouldering dumpster fire. Online is a nightmare, and clear to see that people are exploiting the quirks of the game just like in AFL Live; handballing it quick out of the middle with a clearance, drawing a player, handballing to the free man and kicking a goal along the ground so it isn't marked and isn't affected by the wind.

Offline is manageable... JUST. Purely based on the CPU being witches hats and making you feel like a king.

But again, the marking mechanics need a massive overhaul and unfortunately aren't salvageable - even with the patches.


Agree mate big learning curve this game is.

AI are way to pro AI, I've only played PS4 version 8 times so far, but try to win a marking contest or spoil, AI is allowed to bump you out of the way but you dare do it and it is a free to AI team. Need more time playing it I guess or advice on how to play it better. Also what is best camera angle people use?

Open to suggestions

Thanks
Phil
 

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First impressions are its mediocre. Not as bad as I thought I would be but Imdtill prefer live one. This game feels too arcadey and wonkey and the speed of play vs the animation speed seems off.
 
Seriously though, the patch has improved this game significantly imo. In said game against Geelong, I couldn't buy a goal in the first half, trailed by 30 points at half time. Worked my way back in the second half, leading by 18 points with a minute left on the clock. All of a sudden, the Cats went forward and kicked three quick goals from centre clearances (as well as a behind). Was able to scrounge a behind myself to salvage a draw. Playing as North Melbourne, losing the unlosable really enhances the realism factor :cool:
 
I had two different results when I played the game over the weekend. First one as Hawthorn I smashed Carlton in the first 3 quarters to have a 150+ point lead going into the final quarter :D. In the final quarter you'd expect that I would continue the slaughter...... Carlton activated beast mode in that time and cut the lead down to just 60 points by the end of the game! I controlled the ball and attempted to get it into my forward 50 multiple times...... their back line out marked me every time!! I was only able to score 1 point that quarter, and that was from a long bomb outside 50 (worked out that was my best way to score...... one went for a point, the rest were out on the full I was too ambitious :D).

The weird thing there was in that game my timing just deserted me, it was harder for me to mark in contests (resorted to bumping, even when I attempted to spoil the ball it proved disastrous).

The following game against Collingwood was much closer, biggest lead I had was 5 goals but it quickly evaporated to just 2 for most of the game. I then had a 3 goal lead going into the final quarter. Held on to win by 1 point :D.
 
My pet hate at moment is trying to work out where AI team is going to kick it, sometimes they kick the ball on a 90 degree angle across the boundary into MCC members stand at MCG or back to their own back line, that is NUTS.
 
My pet hate at moment is trying to work out where AI team is going to kick it, sometimes they kick the ball on a 90 degree angle across the boundary into MCC members stand at MCG or back to their own back line, that is NUTS.

Never experienced that before to be honest.
 

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Never experienced that before to be honest.

I've seen it happen, more so when spectating ai v ai games. Logically you'd expect to improve an angle to goal, not make it more difficult.

When I was playing against Collingwood the other night, they probably would have won if they went forward through the center square instead of kicking diagonally to a half forwars flank.


I even did it myself once playing on a different camera angle I've kicked it at the goal..... then realised I just did a Mal Michael and kicked it at the goals I should have defended.... WHOOPS.

I've seen the AI mark the ball at the forward pocket. I'd have a shot at goal....... but the AI chose to kick it backward past the 50m line to the afl logo on the wing!
 
Is anyone else having troubles with jumper numbers when updating teams?

When I added Rockliff to Port he was assigned 47 and I’ve tried delisting him or putting him on other teams then back on Port’s list and it’s still 47. The only way I’ve been able to change it was adding a lot of delisted players then adding Rockliff but it started giving him numbers above 50. I tried edit player a couple of times as well but that came up with an error message then booted me out of the game.

I added Watts and Motlop afterwards and they got given 6 and 35. 12 is still available after Trengove leaving. I don’t understand how it’s designed to work, like a lot of things it just seems bugged.
 
Is anyone else having troubles with jumper numbers when updating teams?

When I added Rockliff to Port he was assigned 47 and I’ve tried delisting him or putting him on other teams then back on Port’s list and it’s still 47. The only way I’ve been able to change it was adding a lot of delisted players then adding Rockliff but it started giving him numbers above 50. I tried edit player a couple of times as well but that came up with an error message then booted me out of the game.

I added Watts and Motlop afterwards and they got given 6 and 35. 12 is still available after Trengove leaving. I don’t understand how it’s designed to work, like a lot of things it just seems bugged.
From my experience, if a players number from their previous club is not available, they'll take the next available number that was higher than theirs originally. So for Rockliff, you won't be able to give him anything lower than 38, it'll be the next number available. Very stupid and they need to add the ability to change numbers custom.
 
From my experience, if a players number from their previous club is not available, they'll take the next available number that was higher than theirs originally. So for Rockliff, you won't be able to give him anything lower than 38, it'll be the next number available. Very stupid and they need to add the ability to change numbers custom.

After a bit of mucking around he’s now 38 at Port. Thanks for the help.
 
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