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AFL Game Part 3

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Yeh Jons getting 20 touches in league consistantly
Not looking too bad
Worrying about Notte. Got a few others in Reserves as well
While it's not horrible for a player to be in the reserves, it's not good if they aren't really playing THAT well. We had the new Westhoff playing for the Coburg Ressies since the start of the year, he was averaging about 5 goals a game.

It's not all bad though, Ben Nason was playing in the SANFL ressies at some points last year.

Just that you don't exactly want to be doing just OK at that level if you aspire to be a good AFL player.
Not surprised for it to be licensed by the AFL they would want a clean image.
I guess we can rule out taking a leak on a window/police station, getting drunk at hotel/casino, being resuscitated as off-season career mode features too?:(:D
 
It'll be none of those. Third person refers to a camera behind the player, where as the camera is on the side from what i understand.

Yep this is what it referred to, about post 400 odd in the last thread. :)
 
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so will the players be singing the club song after a win?

You can't just assume there will be wins in this game.

On a side note i was just playing AFL 2006, yikes, just looking at the players in this game on BF is better than playing that game. :thumbsu:
 
Yep this is what it referred to, about post 400 odd in the last thread. :)
I asked it, it referred to whether we were going to get a camera view like previous AFL titles of recent.
 

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I think the ruck contest is pretty good, we've tried many iterations to get it right, I can say that there are no meters on screen, individual size, speed, jump, stat's, etc.. are all taken into account, and you can also ruck conservatively or aggressivley by timing your run at the ball which effects the outcome based on what your opponent is doing in that regard. Taps can go to space or a player or you can punch.

Ahh good so you can do the 30mtr Will Minson style punch into the forward 50?
 
The ruck system DOES sound like an improvement on previous titles, mind you that's not so hard haha, but it sounds less random and more fun, and that we'll have more control over things like timing your jump which adds a whole new dimension the the ruck contests.
 
there was a tribunal in afl 2007 and it added absolutely nothing if anything it was annoying
Players were able to get suspended. That's what I'm kinda talking about.
 
Players were able to get suspended. That's what I'm kinda talking about.

Was playing 2006 last night and managed to get about 4 players reported in the one match for just normal tackles (as you do), and Josh Kennedy just so happened to get reported twice. The end result? Two 6 six week suspensions, take that Milne!
 
Yeh same, can't be bothered getting it and the emulator again so it's pretty cool that we can play it straight through the browser from that site.
I decided to check this shit out.

ffsd.png


Now I want to punch a ****ing wall.
 

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I decided to check this shit out.

ffsd.png


Now I want to punch a ****ing wall.
Legendary stuff.

Jordan Russell kicks to Jordan Russell, Russell goes all the way... out of bounds... on the full.

I could really go for a game now but can't be screwed finding an emulator.

EDIT: Why didn't I see the link earlier?
 
Sweet, let us know how you went. I've been beating teams by 4 goals or so in season mode yet just lost to the Essendon and the whole game started again...just reset itself.....lol wtf? I had played half the season too.....
 
Sweet, let us know how you went. I've been beating teams by 4 goals or so in season mode yet just lost to the Essendon and the whole game started again...just reset itself.....lol wtf? I had played half the season too.....
First time in a long while, ended up 12 - 54. Not too shocking!
 
I've been really wanting to know how you've approached the amount of rotations in todays AFL. In past games I found myself leaving the players on my bench alone until I got an injury, I feel some sort of rotation system would really improve gameplay. Is this something you've thought about?

I was thinking a system where you could link however many players into an on-field rotation where time is divided between players could allow the player to get good time with all 22 players.

I'll do an example with a Fremantle 22:

FB: Hayden Tarrant Silvagni
HB: Duffield McPharlin Broughton
C: Morabito Mundy Hill
HF: Fyfe Pavlich Mayne
FF: Headland Bradley Ballantyne

F: Sandilands Barlow Crowley

INT: Palmer Pearce De Boer McPhee

The blue players are your medium/small defenders.
The green players are you more defensive midfielders/taggers.
The purple players are your top-line midfielders.
The red players are half-forwards that spend time in the midfield.
Brown players can be ruckmen/third talls that pinch hit, etc.
Bolded players spend the whole game in that position unless changed in-game.

These players rotate through whichever positions the player highlights before the game begins and isn't specific to the groups I've chosen, this is just a basic example of an in-game rotation system the player wouldn't have to be pausing every 2 minutes for. The players split the time over each quarter and the player can tweak percentage time in each position, e.g, Sandilands would spend 80% ruck and 20% forward, whilst Bradley would spent 20% ruck and 80% forward.

Could this be something that would work?
 
I don't see why it wouldn't work DizzyHB, doubtful for this years game but maybe something Big Ant could take on board for the next one. I like it.

Also, some form of tagging system would be awesome. Couldn't see it being much of a problem to implement - Assign a player to an opposition player and he follows him around. Again, possibly something to ponder for the next one if it's not already in...
 

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Just commenting on how BigAnt is debating internally about whether or not to balance the stats to give everyone a shot, I strongly feel that it should be realistic and that it's harder to win with the 16th team. Jus' sayin'.
 
So many posts, I can't keep up...Hopefully it has already been answered...

How is the kicking system in this game? is the quality of all passes based on a power meter type system, where you basically have to perfect it to make it look good, or is it a system similar to other sports games, where it's just a matter of directing and pressing a button?
 
Just commenting on how BigAnt is debating internally about whether or not to balance the stats to give everyone a shot, I strongly feel that it should be realistic and that it's harder to win with the 16th team. Jus' sayin'.

Shouldn't this be determined by the difficulty setting? Easy - possible to win the flag with the 16th team. Normal - everything's even. Hard - The odds are against you.


Also, can you accidentally/intentionally run through umpires with/without consequences??? It's every AFL fans dream!!!
 
Shouldn't this be determined by the difficulty setting? Easy - possible to win the flag with the 16th team. Normal - everything's even. Hard - The odds are against you.


Also, can you accidentally/intentionally run through umpires with/without consequences??? It's every AFL fans dream!!!

A lot of the debate is centered around online and maintaining the online community that we beleive will be a huge part of the game.

Edit - if you can't get suspended or hit players high, then unlikely the AFL approve us running through umpires!
 
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