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AFL Evolution - Launch thread

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The goalkicking sliders don't seem to work consistently. I've had games where I put the computer to 45ish on all and they're inaccurate as anything, and just then I put them all the way down to 38 and they still kicked 12.1. Very frustrating.

It'd be nice to get a breakdown from WW on what each slider does. Tackle distance seems to be one of the most powerful sliders as far as opening the game up, but I'm still not 100% on what exactly it does. My impression is that the higher the tackle distance the earlier the tackle hits , but CPU vs User it's hard to nail the right balance.

The marking components would be another one I'd like some clarity on.

In Fifa there's a description of each slider which helps, it'd be nice if they'd add that to evo.
 
It'd be nice to get a breakdown from WW on what each slider does.

USER
Kick Charge Speed - Controls how fast the kick power bar fills up.

Goal Kicking:
Close Range Accuracy - Controls how accurate players are at kicking for goal when close to the goals
Mid Range Accuracy - Controls how accurate players are at kicking for goal when at mid range from the goals
Long Range Accuracy - Controls how accurate players are at kicking for goal when at long range from the goals
On The Run Accuracy - Controls how accurate players are at kicking for goal while not taking a set shot.

Marks:
Mark Component (Timing) - Affects the importance of timing when deciding a mark contest winner.
Mark Component (Position) - Affects the importance of player positioning when deciding a mark contest winner.
Mark Component (Attribute) - Affects the importance of player attributes when deciding a mark contest winner.
Special note on mark components - The winner of the mark contest is determined by the addition of the three mark contest values.
For example if position is set to 30% and attribute is set to 70%, the winner of the mark contest will be determined by the
player with better position or attributes but the player with the better attributes will be much more heavily favoured.
Timing (set to 0%) will no longer have any affect on the winner.
(If these values add up to over 100% the relative ratio is based off the proportion i.e. if the 3 values are all 50%, they are 50/150, so all values are treated as 1/3 (33.3%)


Marking - Controls the chance of winning a contested mark. Relative to the value of same name in CPU.

Attributes:
Rucking - Controls the chance of winning a ruck contest. Relative to the value of same name in CPU.
Run Speed - Controls the speed players will run at.
Handball Distance - Controls the distance players can handball.
Spoiling - Controls the chance of successfully spoiling a contested mark. Competes against marking/spoiling in CPU.
Smothering - Controls the chance of smothering the ball and increases the smother distance.
Specky Rate - Allows speckies from better or worse positions.
Endurance - Controls the rate of energy loss for players.
Fending - Controls the chance of a fend being successfully executed and players automatically fending.
Tackle Effectiveness - Controls the chance of bound tackles.
Kick Power - Controls the distance players can kick the ball.
Tagging - Controls how closely players will tag their direct opponents.

General:
Wind Impact - Controls the speed of the wind.
Tackle Distance - Controls the distance players can execute tackles from.
Hip And Shoulder Distance - Controls the distance players can execute hip and shoulders from.
Mark Fumbles - Controls the chance of a player fumbling the ball when attempting to mark it.
Fatigue Rate - Controls the rate at which players lose stamina over the course of the match.
Injury Frequency - Controls the chance of players being injured.
Injury Severity - Controls the number of weeks players will be injured for.

Umpiring:
Throwing The Ball - Controls the umpire strictness when calling throwing the ball penalties.
High Tackle - Controls the umpire strictness when calling high tackle penalties.
Push In The Back - Controls the umpire strictness when calling push in the back penalties.
Charging - Controls the umpire strictness when calling charging penalties.
Off The Ball - Controls the distance at which the umpire will call off the ball penalties.

Ai Tendencies:
Ball Tapping - Controls the frequency at which AI players on a user team will tap the ball along the ground.
Stay On Man - Controls how likely AI players on user team will be to stay on their man rather than moving to tackle the ball carrier.

CPU
Goal Kicking:
Close Range Accuracy - Controls how accurate players are at kicking for goal when close to the goals
Mid Range Accuracy - Controls how accurate players are at kicking for goal when at mid range from the goals
Long Range Accuracy - Controls how accurate players are at kicking for goal when at long range from the goals
On The Run Accuracy - Controls how accurate players are at kicking for goal while not taking a set shot.

Marks:
Mark Component (Timing) - Affects the importance of timing when deciding a mark contest winner.
Mark Component (Position) - Affects the importance of player positioning when deciding a mark contest winner.
Mark Component (Attribute) - Affects the importance of player attributes when deciding a mark contest winner.
Special note on mark components - The winner of the mark contest is determined by the addition of the three mark contest values.
For example if position is set to 30% and attribute is set to 70%, the winner of the mark contest will be determined by the
player with better position or attributes but the player with the better attributes will be much more heavily favoured.
Timing (set to 0%) will no longer have any affect on the winner.
(If these values add up to over 100% the relative ratio is based off the proportion i.e. if the 3 values are all 50%, they are 50/150, so all values are treated as 1/3 (33.3%)


Marking - Controls the chance of winning a contested mark. Relative to the value of same name in User.

Attributes:
Rucking - Controls the chance of winning a ruck contest. Relative to the value of same name in User.
Run Speed - Controls the speed players will run at.
Handball Distance - Controls the distance players can handball.
Spoiling - Controls the chance of successfully spoiling a contested mark. Competes against marking/spoiling in User.
Smothering - Controls the chance of smothering the ball and increases the smother distance.
Specky Rate - Allows speckies from better or worse positions.
Endurance - Controls the rate of energy loss for players.
Fending - Controls the chance of a fend being successfully executed and players automatically fending.
Tackle Effectiveness - Controls the chance of bound tackles.
Kick Power - Controls the distance players can kick the ball.
Tagging - Controls how closely players will tag their direct opponents.

General:
Tackle Distance - Controls the distance players can execute tackles from.
Hip And Shoulder Distance - Controls the distance players can execute hip and shoulders from.
Mark Fumbles - Controls the chance of a player fumbling the ball when attempting to mark it.
Fatigue Rate - Controls the rate at which players lose stamina over the course of the match.
Injury Frequency - Controls the chance of players being injured.
Injury Severity - Controls the number of weeks players will be injured for.

Umpiring:
Throwing The Ball - Controls the umpire strictness when calling throwing the ball penalties.
High Tackle - Controls the umpire strictness when calling high tackle penalties.
Push In The Back - Controls the umpire strictness when calling push in the back penalties.
Charging - Controls the umpire strictness when calling charging penalties.
Off The Ball - Controls the distance at which the umpire will call off the ball penalties.

Ai Tendencies:
Play On - Controls how risky the AI will be when attempting to play on from a mark.
Tackle Reaction - Controls how fast the AI on a CPU team will react and tackle the ball carrier.
Pressure Awareness - Controls how aware the AI ball carrier is of how soon they will be tackled. This influences their disposal decisions and timing of disposals.
Tackler Avoidance - Controls how much the AI ball carrier will attempt to run away from potential tacklers.
Ball Tapping - Controls the frequency at which AI players on a CPU team will tap the ball along the ground.
Stay On Man - Controls how likely AI players on CPU team will be to stay on their man rather than moving to tackle the ball carrier.

http://steamcommunity.com/app/435020/discussions/0/1470840994958188159/
 
USER
Kick Charge Speed - Controls how fast the kick power bar fills up.

Goal Kicking:
Close Range Accuracy - Controls how accurate players are at kicking for goal when close to the goals
Mid Range Accuracy - Controls how accurate players are at kicking for goal when at mid range from the goals
Long Range Accuracy - Controls how accurate players are at kicking for goal when at long range from the goals
On The Run Accuracy - Controls how accurate players are at kicking for goal while not taking a set shot.

Marks:
Mark Component (Timing) - Affects the importance of timing when deciding a mark contest winner.
Mark Component (Position) - Affects the importance of player positioning when deciding a mark contest winner.
Mark Component (Attribute) - Affects the importance of player attributes when deciding a mark contest winner.
Special note on mark components - The winner of the mark contest is determined by the addition of the three mark contest values.
For example if position is set to 30% and attribute is set to 70%, the winner of the mark contest will be determined by the
player with better position or attributes but the player with the better attributes will be much more heavily favoured.
Timing (set to 0%) will no longer have any affect on the winner.
(If these values add up to over 100% the relative ratio is based off the proportion i.e. if the 3 values are all 50%, they are 50/150, so all values are treated as 1/3 (33.3%)


Marking - Controls the chance of winning a contested mark. Relative to the value of same name in CPU.

Attributes:
Rucking - Controls the chance of winning a ruck contest. Relative to the value of same name in CPU.
Run Speed - Controls the speed players will run at.
Handball Distance - Controls the distance players can handball.
Spoiling - Controls the chance of successfully spoiling a contested mark. Competes against marking/spoiling in CPU.
Smothering - Controls the chance of smothering the ball and increases the smother distance.
Specky Rate - Allows speckies from better or worse positions.
Endurance - Controls the rate of energy loss for players.
Fending - Controls the chance of a fend being successfully executed and players automatically fending.
Tackle Effectiveness - Controls the chance of bound tackles.
Kick Power - Controls the distance players can kick the ball.
Tagging - Controls how closely players will tag their direct opponents.

General:
Wind Impact - Controls the speed of the wind.
Tackle Distance - Controls the distance players can execute tackles from.
Hip And Shoulder Distance - Controls the distance players can execute hip and shoulders from.
Mark Fumbles - Controls the chance of a player fumbling the ball when attempting to mark it.
Fatigue Rate - Controls the rate at which players lose stamina over the course of the match.
Injury Frequency - Controls the chance of players being injured.
Injury Severity - Controls the number of weeks players will be injured for.

Umpiring:
Throwing The Ball - Controls the umpire strictness when calling throwing the ball penalties.
High Tackle - Controls the umpire strictness when calling high tackle penalties.
Push In The Back - Controls the umpire strictness when calling push in the back penalties.
Charging - Controls the umpire strictness when calling charging penalties.
Off The Ball - Controls the distance at which the umpire will call off the ball penalties.

Ai Tendencies:
Ball Tapping - Controls the frequency at which AI players on a user team will tap the ball along the ground.
Stay On Man - Controls how likely AI players on user team will be to stay on their man rather than moving to tackle the ball carrier.

CPU
Goal Kicking:

Close Range Accuracy - Controls how accurate players are at kicking for goal when close to the goals
Mid Range Accuracy - Controls how accurate players are at kicking for goal when at mid range from the goals
Long Range Accuracy - Controls how accurate players are at kicking for goal when at long range from the goals
On The Run Accuracy - Controls how accurate players are at kicking for goal while not taking a set shot.

Marks:
Mark Component (Timing) - Affects the importance of timing when deciding a mark contest winner.
Mark Component (Position) - Affects the importance of player positioning when deciding a mark contest winner.
Mark Component (Attribute) - Affects the importance of player attributes when deciding a mark contest winner.
Special note on mark components - The winner of the mark contest is determined by the addition of the three mark contest values.
For example if position is set to 30% and attribute is set to 70%, the winner of the mark contest will be determined by the
player with better position or attributes but the player with the better attributes will be much more heavily favoured.
Timing (set to 0%) will no longer have any affect on the winner.
(If these values add up to over 100% the relative ratio is based off the proportion i.e. if the 3 values are all 50%, they are 50/150, so all values are treated as 1/3 (33.3%)


Marking - Controls the chance of winning a contested mark. Relative to the value of same name in User.

Attributes:
Rucking - Controls the chance of winning a ruck contest. Relative to the value of same name in User.
Run Speed - Controls the speed players will run at.
Handball Distance - Controls the distance players can handball.
Spoiling - Controls the chance of successfully spoiling a contested mark. Competes against marking/spoiling in User.
Smothering - Controls the chance of smothering the ball and increases the smother distance.
Specky Rate - Allows speckies from better or worse positions.
Endurance - Controls the rate of energy loss for players.
Fending - Controls the chance of a fend being successfully executed and players automatically fending.
Tackle Effectiveness - Controls the chance of bound tackles.
Kick Power - Controls the distance players can kick the ball.
Tagging - Controls how closely players will tag their direct opponents.

General:
Tackle Distance - Controls the distance players can execute tackles from.
Hip And Shoulder Distance - Controls the distance players can execute hip and shoulders from.
Mark Fumbles - Controls the chance of a player fumbling the ball when attempting to mark it.
Fatigue Rate - Controls the rate at which players lose stamina over the course of the match.
Injury Frequency - Controls the chance of players being injured.
Injury Severity - Controls the number of weeks players will be injured for.

Umpiring:
Throwing The Ball - Controls the umpire strictness when calling throwing the ball penalties.
High Tackle - Controls the umpire strictness when calling high tackle penalties.
Push In The Back - Controls the umpire strictness when calling push in the back penalties.
Charging - Controls the umpire strictness when calling charging penalties.
Off The Ball - Controls the distance at which the umpire will call off the ball penalties.

Ai Tendencies:
Play On - Controls how risky the AI will be when attempting to play on from a mark.
Tackle Reaction - Controls how fast the AI on a CPU team will react and tackle the ball carrier.
Pressure Awareness - Controls how aware the AI ball carrier is of how soon they will be tackled. This influences their disposal decisions and timing of disposals.
Tackler Avoidance - Controls how much the AI ball carrier will attempt to run away from potential tacklers.
Ball Tapping - Controls the frequency at which AI players on a CPU team will tap the ball along the ground.
Stay On Man - Controls how likely AI players on CPU team will be to stay on their man rather than moving to tackle the ball carrier.

http://steamcommunity.com/app/435020/discussions/0/1470840994958188159/

Ask an Ye shall receive- thanks a lot for that, this helps a bunch. Going to have a play with the marking sliders armed with this info.
 
Still have to tweak a bit but I finally have the game running like a dream. Tackle distance around 20 has really opened it up and the tackle reaction slider for CPU lowered helps to keep it open as well.

Marking I'm still struggling to find a good balance but it's getting there.

Can't wait till the draft so I can update the lists and start a new career.
 

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Hypothetical question:

If WW introduced an International Rules mode would people play it? I feel like an arena style online mode with International Rules footy could be fun.

Obviously this won't happen and I'm talking about a perfect world where WW had EA type resources for stuff like that.
 
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Have not posted a few scores in a while. Have had a few good matches recently. The Lions crept up in the final quarter, but I kicked away and won comfortably. The Adelaide Crows game was gold, I should have lost (especially if the Crows kicked the three behinds in the final quarter!) totally stole it :D. The Saints game was pressure galore, I got lucky but able to over power them in the second half, was lucky in the fourth quarter. I continued my momentum from the third, but stopped at 99, while St Kilda kept on scoring goal after goal. They got to 101, while I managed to win the last clearance and took it forward to kick the final goal of the game :D THE SEALER.

The Essendon game was standard fare, managed the final quarter come back of the century :p.

The Swans game was a bit of a let down, I backed myself to score the 14 goals required in the final quarter, it didn't quite go according to plan (they got it forward a few times without scoring wasting time for me to be able to get it back to my end etc).


I have a new tactic - as I'm now playing the coach career more often I'm playing much more aggressive and bumping people off the ball more frequently :D. Don't always get reported (Will Langford did once, turned him into an angry midget!! But he's quite the gun, have him in the midfield and he's pretty good at getting the loose ball, running and bombing the ball on the 50m line for a goal :D).

Why have I started bumping off the ball ? because I found it helped me spoil the ball more in marking contests (opting to spoil more often instead of contesting marks because I've lost my marking mojo haha). But also because I noticed the deliberate out of bounds penalty........ I roosted the ball outside 50, nobody touched it as it bounced and rolled out of bounds beside the goal posts.... I was pinged for deliberate oob. The amusing thing was that the AI kicked the ball back in play, in the same angle that I kicked the ball (thus it came back to where I kicked it from!!) and it rolled out of bounds and they were pinged for the same thing :D. So I got the ball back fairly quickly.

Anyway I've been bumping the contesting player off the ball, to let the ball go out of bounds (its cheap, but the deliberate oob call happens quite a lot so I'm happy to use that tactic to get the ball back faster).
 


Was pretty happy with this fend off. The game has its flaws but moments like this it feels like a realistic game of footy.

Goodness me. Player must be channelling his inner Sam Powell-Pepper! I love doing fendoffs in this game, the best part is that you can't control them, they just happen.
 
I was lining up for a shot at goal along the boundary. Got called to play on (took too long lol), player running towards me as I hurriedly kicked it away...... goes out of bounds as they smother it..... I get awarded a free kick for deliberately out of bounds :D. It's happened to a few times previously, but still makes me happy :D.
 
I was lining up for a shot at goal along the boundary. Got called to play on (took too long lol), player running towards me as I hurriedly kicked it away...... goes out of bounds as they smother it..... I get awarded a free kick for deliberately out of bounds :D. It's happened to a few times previously, but still makes me happy :D.

I've seen the same happen on the goal line and it be called a deliberate rushed behind lol.
 
Anyone know how to stop CPU players from marking 40 out from goal and then deciding to kick it sideways across the forward 50 line over and over instead of having a shot at goal?
 

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Anyone know how to stop CPU players from marking 40 out from goal and then deciding to kick it sideways across the forward 50 line over and over instead of having a shot at goal?

Unfortunately I think the only current solution is getting used to it.

I have managed to improve the CPU's gamestyle by dialling up the play-on, avoidance and pressure awareness sliders, I've had them make some really nice, fast plays through the corridor. But those silly sideways kicks don't seem to be fixable. I usually just let them have the mark to keep it interesting in that situation.
 
Hi all. In a earlier post I said I couldn't get into New Comp mode in Ps4, worked that out, but why would there be no crowd noise?
Sound is on 80% for crowd noise, yet not a sound.

Strange?
 
Unfortunately I think the only current solution is getting used to it.

I have managed to improve the CPU's gamestyle by dialling up the play-on, avoidance and pressure awareness sliders, I've had them make some really nice, fast plays through the corridor. But those silly sideways kicks don't seem to be fixable. I usually just let them have the mark to keep it interesting in that situation.

Yeah it doesn't happen often but when it does ohh boyy lol- especially the examples I've given when instead of improving the goal angel they make it worse.... or they kick backwards out of the 50 back to the wing.

Also something else I've picked up on.... I have seen the AI just lose awareness and kick it out on the full for no reason. Sure I'd love to say my manic pressure caused it but sometimes I'm nowhere near close to tackling them.

Hi all. In a earlier post I said I couldn't get into New Comp mode in Ps4, worked that out, but why would there be no crowd noise?
Sound is on 80% for crowd noise, yet not a sound.

Strange?

Might be a glitch or the game didn't install properly ?
 
Had another funny deliberate call, not the first time I've seen it happen... still makes me lol. The AI smothered my attempted kick for goal, it went the player, directly into the point post...... I got another shot for goal, this time dead in front in the goal square :D.

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Another season done and dusted.Some pretty close and not so close matches to finish the season.

LOL with Tippett winning the brownlow, must have bribed the umpires (reckon all of my Hawthorn players canceled each other out of contention). Roughead won the Coleman medal, despite not being available since May (he had quite a few 10-18 goal games that probably got him over the line :p) - he had a patella injury that sidelined him for 23 weeks................ might have reduced it had I sent him to hospital (didn't read the inbox at the time... oops).

Ricky Henderson went forward for most of the season, didn't think to rejig the line up until the Geelong game (aka the last game of the season before finals... as good a time as any lol). Threw Tim O'Brien into the mix at full forward. Also had to fix a stuff up where Puopolo had been full back for most of the season, replaced with Frawley and put Puopolo on the half forward line. O'Brien made an impact in the Geelong game - which was a tight contest, that really got cracking from the second quarter onward. Looked like I was in strife, but a few quick forward entries in the final quarter got things back on Hawthorn's terms... O'Brien kicked 4 to help Hawthorn seal the win. Finals were against Fremantle, Melbourne and Fremantle again in the grand final. O'Brien, Big Boy, O'Meara the stand out performers. Getting quite good at having Big Boy pick up his own crumb from the center square, take it for a run and launch a long bomb from inside the center square for a goal :D.

The grand final was absolute madness, couldn't believe I just piled on the goals (5 minute quarters!) after the struggle.
 
Playing a Coach mode with the Hawks. Went undefeated all season, played Dogs in Round 22, was up by 3 points and of all people, Matt Suckling had a shot on the siren to win the game and missed :p Poor bugger. Doggies finished 16th on the ladder too! First final is a qualifying final against Gold Coast. Very unrealistic haha
 

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I was very interested in this game but was put off by the shocking reviews at the start.

Have the developers been active in patching and is this worth a buy yet?

Still seems relatively pricy in stores.

Thanks

Mileage may vary. Best bet would be to EB-rent it in case you're not satisfied.

Its a good game, some shortcomings BUT its playable if you learn the mechanics (eg: marking, not being super aggressive and playing on a second straight after a mark etc).
 
The game is very enjoyable but just a few things to iron out which would be a dream:
-keeping opposition players in their proper position when playing them. Jonathan Patton isn’t a rover.
-fixing the names of draftees and offering a better mix of positions of players. Most of the standout draftees are ruckman. Should almost be the opposite!
-not allowing picks 1-5 to be delisted players.
-need better Brownlow medallists in career mode.
 
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