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AFL Live 2 - bugs, glitches, fixes, suggestions

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So, in my second season, finished on top with Collingwood. And, for some bizarre reason, my QF and PF were played at AAMI Stadium, when it should've been my home game, and both matches were played against Victorian opponents.
 
I actually think it's okay. Think it does some things better than AFL Live, such as:
  • marking.
  • spoiling.
  • handballing.
  • kicking for goal (at least there's some skill element involved).
  • the fend-off/blind turn (although it can be a bit too powerful).
  • love the bump.
I've only whinged about it five times in this thread, but the inability for a player to wear any body contact is ridiculous. Kicks and handballs just fizzle whenever an opponent brushes you.

Things it does worse:
  • the gave the power meter a 'hump', e.g. it's very slow to get started, but then fires away rapidly. Should just be a steady speed, like in AFL Live.
  • possibly (partly) because you can't wear body contact, it's harder to link play, especially through congestion.
  • another reason for this is it's too hard to play on
  • players fall on the ground too often following marks (and often from very basic marks), which makes it impossible to play on
  • players turn their back on their goal-side after marks and run back to position, so you can't play on. (If a player did this in real life, they'd never play again.)
  • NO snap button. There's times it'll snap or banana and times it'll kick through the ball, so you'll miss the most basic shots. Major screw up.
  • stupid having kick/tackle/mark as the same button. You'll often kick indiscriminately when you're meant to be tackling.
  • opposition forwards are ridiculously unmanned. Even from centre clearances, when everybody should have an opponent, several forwards will be standing with nobody within metres of them. Other times, when they're counter-attacking, they'll have three or more forwards just standing alone in their F50.
The ruck alternation is ridiculous, especially since they patched the game recently. Have had games where once Jolly's been rested from the ruck and I haven't been able to get him back into it, with the computer deciding Jarryd Blair, Dale Thomas, and Clinton Young should all relief-ruck. Even when you manually make substitutions it doesn't always work (and sometimes those players will end up in other positions). AFL Live could also do that, taking the first guy from the bench and sticking him in the ruck, but this game takes it to extremes.

Honestly, how hard is it in these games to name a ruck, and to have an option to name the relief ruck, and to stick to only those two players? If somebody wants to go with a single ruckman, then so be it -- just have the game run that player into the ground and struggling to move once fatigue hits.

They should do the same things with mids, that when you pick your team you pick the mids and the guys who'll rotate through the midfield. The only thing that should impact these choices and require reshuffling is injury.

Excellent post agree 100% with this. As I have said as well, both games do different things well and need improvements in different areas. The combination of the best of both games would make a really awesome AFL game.

PS. If someone with more rep could open up a new thread on AFL Gold, I would greatly appreciate it:) The game may get a new release fairly soon.

Cheers and Salud
 
The worst part about it all is that the ps4 has just come out and I've left it too late to trade it ... probably lost all trade value ....
 

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I'd quite like to see the WAFL teams added - no need to add all the grounds like the VFL, I'd be happy to play them all at Subi - because I'd love to win a few more premierships for the mighty Sharks.

I suppose, SANFL, and the NT and Tasmanian leagues go along with that.

Also - is there a way to change the Players Numbers in the Footy factory? I've made myself a Freo all-stars team and it's strange seeing Peter Bell run around in the number 17...

I agree with those above suggesting that a decent tagging system would be great - particularly as a solution to the Open Full-Forward problem. Further to that, Crowley is nowhere near as a good a centreman as this game would have you believe, but everyone in the competition knows his value.

I agree that the player rating are out of whack - that's always going to be the case. I don't mind a few being underrated and a few overrated given that one can manually adjust the numbers, but the "Superstars" and their ultra high ratings force some silly adjustments (Sandilands is an amazing player but he is NOWHERE NEAR as fast as this game would have you believe).
- the simple fix here, I would think, is have the "Superstars" rated at 90, and no-one higher. No-one is going to think you messed up if you admitt that Gary Ablett Jr is not the greatest mark of all time, or that Buddy Franklin misses in front of goals as often as he scores.
- it is often the short-comings of hero's that make them loveable.


I agree that AFL Live 1 had a bteer handle on free-flowing gameplay, but that came at the cost of marking and marking contests.

AFL Live 2 is a combination of AFL Gold and AFL Live, trying to merge the free-flowing gameplay with the marking and traffic skills. There were always going to be some sacrifices to each in the process.
If it is possible within budget to further this progression then I think the franchise is on the right track.

personally, I like the new goal-kicking system. It adds a bit of physical skill, Tiger Woods style. It took me some getting used to, and I will still miss from time to time, but that is as it should be.

All in all, AFL Live gets a 68/100 from me.
Probably the best AFL game released so far.

No AFL game will meet the FIFA/NFL/NBA standards as the demand is not high enough.
I suppose it's possible that the AFL may decide to invest a fortune in the franchiase at some point as a way of promoting the game domestically and internationally, but I'm not holding my breath.

As a footy tragic, I'll continue to fork out over the odds for these games on release, and there is the temptation to be angry at the lack of polished, refined, and high quality content.

But given the history of the franchise and the size of the market - I'm just glad I can still get my hands on an AFL console game at all.
 
I'd quite like to see the WAFL teams added - no need to add all the grounds like the VFL, I'd be happy to play them all at Subi - because I'd love to win a few more premierships for the mighty Sharks.

I suppose, SANFL, and the NT and Tasmanian leagues go along with that.

Also - is there a way to change the Players Numbers in the Footy factory? I've made myself a Freo all-stars team and it's strange seeing Peter Bell run around in the number 17...

I agree with those above suggesting that a decent tagging system would be great - particularly as a solution to the Open Full-Forward problem. Further to that, Crowley is nowhere near as a good a centreman as this game would have you believe, but everyone in the competition knows his value.

I agree that the player rating are out of whack - that's always going to be the case. I don't mind a few being underrated and a few overrated given that one can manually adjust the numbers, but the "Superstars" and their ultra high ratings force some silly adjustments (Sandilands is an amazing player but he is NOWHERE NEAR as fast as this game would have you believe).
- the simple fix here, I would think, is have the "Superstars" rated at 90, and no-one higher. No-one is going to think you messed up if you admitt that Gary Ablett Jr is not the greatest mark of all time, or that Buddy Franklin misses in front of goals as often as he scores.
- it is often the short-comings of hero's that make them loveable.


I agree that AFL Live 1 had a bteer handle on free-flowing gameplay, but that came at the cost of marking and marking contests.

AFL Live 2 is a combination of AFL Gold and AFL Live, trying to merge the free-flowing gameplay with the marking and traffic skills. There were always going to be some sacrifices to each in the process.
If it is possible within budget to further this progression then I think the franchise is on the right track.

personally, I like the new goal-kicking system. It adds a bit of physical skill, Tiger Woods style. It took me some getting used to, and I will still miss from time to time, but that is as it should be.

All in all, AFL Live gets a 68/100 from me.
Probably the best AFL game released so far.

No AFL game will meet the FIFA/NFL/NBA standards as the demand is not high enough.
I suppose it's possible that the AFL may decide to invest a fortune in the franchiase at some point as a way of promoting the game domestically and internationally, but I'm not holding my breath.

As a footy tragic, I'll continue to fork out over the odds for these games on release, and there is the temptation to be angry at the lack of polished, refined, and high quality content.

But given the history of the franchise and the size of the market - I'm just glad I can still get my hands on an AFL console game at all.

I think they are releasing an update package mid year, hopefully they haven't left it out. I was keen on re-adjusting all the stats but the idea of doing it makes me cringe. Hopefully they adjust them in an update pack.
 
Has there been any update or anything that has made this game even close to playable?

With footy season looming Im getting an itch
 
Thanks. When you say playable, do you mean a significant improvement to the initial release? Cos that was a holocaust of a game.

There were a couple of tweaks, it makes it a bit more playable.


"Here's the full list of fixes found in the patch.

  • Leaderboard crash fix.
  • UI: Career history font showing incorrect letters fixed.
  • UI: Updated descriptions of set shots on goal.
  • Gameplay: Career mode: Trading difficulty tweaked.
  • Gameplay: Increased maximum distance and launch angle of set shots.
  • Gameplay: Auto Interchange now swaps plays on a higher fatigue threshold. (Interchange is smarter about who to swap).
  • Gameplay: Adjustments to interchanges so that they will no longer occur in the dying seconds of a quarter.
  • Gameplay: Play on’s are faster to perform.
  • Gameplay: New feature: Intercepting a handball can cause a fumble.
  • Gameplay: Improved Zoning/Flooding tactics.
  • Gameplay: Throw-in contest: Can no longer bump AI out of throw-in contest.
  • Gameplay: Marking contest animation: More variety.
  • Gameplay: AI no longer attempts to spoil goals if they have no chance of success.
  • Gameplay: Holding sprint button no longer decreases stamina while not moving.
  • Gameplay: Kick duration now scales by difficulty.
  • Statistics: Spoils not counted as hitouts; kick outs no longer counted as disposals.
  • Audio: Goal/Behind whistle audio has been removed. Other sound volumes tweaked.
  • Audio: Club songs now play after any online matches.
  • Audio: General commentary corrections and refinements"
 

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i am back to playing 'AFL Live' having updated the lists myself

Same as me. The new game is an insult to my intelligence. All the lists of my AFL Live 2011 are up to date and the game is ten fold better than the new one. So sad.
 
Worst thing about Live 2 is that the players up the field don't even move. There is no kicking to players on the lead. They just stand there playing with their d*cks.

AFL Live 1 is an awful game, but it shits all over this.
 
I think both have flaws, so it's a matter of opinion and preferred style as to which is better. The first is faster-playing, but I feel the second is a better overall game. It is a major shame about the career mode being a mess, and the forwards standing alone, or standing around, is a major flaw.
 
I never understand when people say they prefer AFL Live 2. It has some better ideas than AFL Live 1 but the execution is always so sloppy that I can only take a game or 2 before I turn it off and go back to the first one. Everything right down to running, kicking, handballing, tackling and marking feels awkward. Wicked Witch really need to go back over the basics if they continue making the series.
 

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I can't comment much on game yet as I've only started to play it, but one thing I wil say is marking seems easier and so does Ruck work that 1. Not sure I like the Set Goal Kicking. Anyone know what the update I received when I loaded game today was for, PS3 updated game, but as I said I've not touch the game since I bought it a month ago. Not sure how old update was, think it said V1.01 or something. I did notice no way to trade between other leagues, ( are the names in those Under 18's Champsion etc real names or?) which seems stupid like geting draftees from under 18's, so again we wait for a Roster update, which already should be out, why can't we ever get a AFL game up to date anywhere near the start of a season, I mean I knwo FIFA is bigger by a mile, but it comes out October, which is 2 months or less after Eurpoean etc Soccer seasons start. I live in hope fo roster update earlier than last time.
 
I can't comment much on game yet as I've only started to play it, but one thing I wil say is marking seems easier and so does Ruck work that 1. Not sure I like the Set Goal Kicking. Anyone know what the update I received when I loaded game today was for, PS3 updated game, but as I said I've not touch the game since I bought it a month ago. Not sure how old update was, think it said V1.01 or something. I did notice no way to trade between other leagues, ( are the names in those Under 18's Champsion etc real names or?) which seems stupid like geting draftees from under 18's, so again we wait for a Roster update, which already should be out, why can't we ever get a AFL game up to date anywhere near the start of a season, I mean I knwo FIFA is bigger by a mile, but it comes out October, which is 2 months or less after Eurpoean etc Soccer seasons start. I live in hope fo roster update earlier than last time.
can u still only ruck tap in 4 directions(N, S, E, W) as opposed to any direction?
 
The update is forced upon you, as it tidied up a few things. It's the standard one from shortly after release.
So like me, you'll not have played AFL 2 pre-patch (which might be for the best).

I agree about the rosters, updates and release. The developer/publisher complains that a year is not a long time in game development. I accept that. But they've gotten themselves seriously out of sync with the actual footy season. It doesn't take a genius to realise your peak interest is at start of season and then a smaller spike at finals time. If you get the release out early April then you get both audiences - the mass audience of footy fans that the game targets, and then in Sept those on the periphery of being a fan who might try the game if it's on discount. Instead of getting into a April-March cycle, they started with a July/Aug release, then were late on the next one.
They'd almost be as well skipping this year entirely and aiming to release a better game with correct rosters in April 2015.
 
Will there be DLC for this, with the 2014 teams and fixture?

Also, I have thought of an interesting idea for the next AFL game. It would be like a "Community Creations" system, where you would create players and teams and then upload them online, and others can download your team or player onto their game. I think this would give the game some longevity.

I am a player of WWE games, and also have tennis game "Grand Slam 2", which allow for players to be created and then downloaded for others to use. It is really cool.

However, what really gave me the idea was a video I saw of the new BigAnt game "Donald Bradman Cricket 2014", where you can download players and teams made by other people. So that means you can have superteams, legendary teams. You can even have Shane Warne bowl to Viv Richards in the current Australian and West Indies teams. The possibilites are endless.

I think this would be a fantastic addition to the game, especially if the Create-A-Superstar (CAS) is well-made.
 
The update is forced upon you, as it tidied up a few things. It's the standard one from shortly after release.
So like me, you'll not have played AFL 2 pre-patch (which might be for the best).

I agree about the rosters, updates and release. The developer/publisher complains that a year is not a long time in game development. I accept that. But they've gotten themselves seriously out of sync with the actual footy season. It doesn't take a genius to realise your peak interest is at start of season and then a smaller spike at finals time. If you get the release out early April then you get both audiences - the mass audience of footy fans that the game targets, and then in Sept those on the periphery of being a fan who might try the game if it's on discount. Instead of getting into a April-March cycle, they started with a July/Aug release, then were late on the next one.
They'd almost be as well skipping this year entirely and aiming to release a better game with correct rosters in April 2015.


I like if they just give us DLC with up-to-date players and rosters, while working on another game. If they do this, they have more time, and only need to release a game every three to four years, while making some money in the meantime off DLC.
 

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AFL Live 2 - bugs, glitches, fixes, suggestions

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