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AFL Live 2003 Problems/Solutions/Comments

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And for the first time in a long time, I didn't care how half-finished the product seemed (compared to an EA-esque standard of polish)
I think its a decent effort considering this is the first version of the game produced by the company, as well as the time constraints. Those who expected a lot, of course, might find it disappointing.


The engine per se is great for simulating football, it's mainly stuff like the commentary and lack of options that weaken the game

Exactly what do you see as main problems with commentary and what options do you think are missing that you'd find useful?


Typical of this is when I take a mark and want to play on, sometimes I find I play on a little later than "immediately" and the game insists on making my player pivot and stop in his tracks before it lets me take off again. In the mean time I've been tackled and pinged for holding the ball.

And I agree about not being able to play on quickly enough... I pretty much always end up pressing the play-on button/key several times before the player seems to respond... I'm looking at the existing play-on code at the moment and trying to think of ways to improve it.

P.S. Glad to see someone enjoying the game :)
 
Well maybe if people like you took a bit of time off trying to get those ridiculously high scores and thought of more descriptive suggestions with regards to improvement, the game WILL be improved a lot more :)
 
Originally posted by RussianDevil
Well maybe if people like you took a bit of time off trying to get those ridiculously high scores and thought of more descriptive suggestions with regards to improvement, the game WILL be improved a lot more :)

Fair point.. BUT, I have only played trying to get a huge score once.

Every other time I have played in hard mode, have even started playing a season with a Box Hill Hawks team in on hard mode, certainly is a bit more difficult that way.

Looks like we are just going to have to wait for AFL Live 2004, which will hopefully have all bugs fixed, a career mode and drafting and trading options etc.
 

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realistic things such as when the the players run through the banner, it doesn't rip completely in half?

I mean, when in real life, the banner probably only rips as high as how tall the players are.

Also the commentary is poor at times when Quartermain is saying something like, Eagles, Four Goals <different tone> six. The tone changes drammatically and there are pauses in between the words sometimes.

Also the ability to save replays, so you can watch that awesome goal that you bombed from outside 50 on the run.

Sometimes I press kick and it does nothing, I have to press it like 3-4 times. Also sometimes, and this h as happened on pc and ps2, when there is a kick-in from a behind, the full back just kicks it straight away, when I haven't even done anything.
 
Yeah, intros were done in relative hurry so they're pretty basic.

There was plenty of commentary that was never used because it was too specific (too many conditions had to be checked), and also a lot of commentary we wish we had at our disposal (your example of the scoring commentary is just one of those.)

And with regards to kick-ins without user doing anything, that's input being buffered up - hopefully will be improved on because I can imagine how frustrating it can get.
 
(I qualify everything I say here with the caveat that this is as much a wishlist as anything else. I understand that reality presents a lot of constraints that suck :))

Exactly what do you see as main problems with commentary and what options do you think are missing that you'd find useful?
Commentary: well first and foremost, it's the 'talking clock' style that is most noticeable when Steve Quartermain is telling you the score. It also happens a fair bit when he is saying something like "this is another great scoring opportunity for {pause, pause, pause some more} the Bombers." The other problem is that the pitch of his voice doesn't always match from one soundbite to the next.

I also generally find Garry Lyon's 'analysis' to be pretty useless, and would love to be able to turn him off, but not Quarters.

Extras:
- Cumulative stats, as mentioned by others, would be nice.
- What potential is there for changing the AI level mid-game, or perhaps even making the AI "smart" so it can improve or get worse to adjust to the player?
- Wind! Well, a breeze at any rate. Add in a toss of the coin so that players can try going with the wind or against it.
- Interchange appears to only occur at stoppages. This is particularly not good when you've got an injury to get off the field. These should be able to take place whenever the ball is away from the relevant players.

What I think I crave the most is a career mode - drafts, trading, retirements, Brownlows, Colemans, etc. Let me mould this team of mine into a grand dynasty :cool:
 
I think the most promising thing will be if Acclaim and IR can stick with this for a few years, the product will improve each year, and one year we will have a really quality game that nobody can complain about.

I just hope that they don't fall off the boil in the next few months and don't release anymore games.
 
Since today is my birthday, I got AFL Live 2003 as a present! it's the PS2 version, I would have perfered the PC version BUT I aint complaining!

I had a quick go of it this morning before I went to work! I took a screamer of a mark, did a few crunching tackles all without having a clue what I was doing! :D The graphics look cool and the general game play is great!!

And just for the record, I was playing as the Pies (of course!!) against the bombers and, well, lets just say I was getting flogged!! 30 points down after the first term!! :(
 
Hate to admit it but commentary, just like intros, was done in a bit of a hurry - once again, under the constraints that existed it could have been much worse, believe me! :)

I always liked Gary Lyon's comments probably because I got tired of Quarter's voice after hearing it day after day non-stop (person in charge of commentary was sitting to my right!)

There's going to be plenty of stats in AFL 2004, I can tell you that much.

As far as the suggestion to make AI team improve throughout the game, wouldn't that defy the purpose of the 'Difficulty' setting? :)

When interchanges were originally coded, they looked a bit like: game continued until ball was out of play, then everybody stopped dead in their tracks, player being subsituted trudged off the field, the player from the interchange bench ran onto the field, then the play resumed ... you can imagine how irritating this kind of interchange would have been when the player being substituted was an injured ruckman on the side of the field opposite to the interchange bench. That's when I suggested simply teleporting players who are being swapped. The reason there is a pause before you ask for interchange and the moment it actually occurs is because of several conditions that need to be met (player you want to send to the bench can't be in the middle of some important action, can't be man on the mark or player awarded a mark, and so on)... but I'm sure there's ways to improve it and speed up the interchange process :)
 
Originally posted by RussianDevil
Hate to admit it but commentary, just like intros, was done in a bit of a hurry - once again, under the constraints that existed it could have been much worse, believe me! :)

I always liked Gary Lyon's comments probably because I got tired of Quarter's voice after hearing it day after day non-stop (person in charge of commentary was sitting to my right!)

There's going to be plenty of stats in AFL 2004, I can tell you that much.

As far as the suggestion to make AI team improve throughout the game, wouldn't that defy the purpose of the 'Difficulty' setting? :)

When interchanges were originally coded, they looked a bit like: game continued until ball was out of play, then everybody stopped dead in their tracks, player being subsituted trudged off the field, the player from the interchange bench ran onto the field, then the play resumed ... you can imagine how irritating this kind of interchange would have been when the player being substituted was an injured ruckman on the side of the field opposite to the interchange bench. That's when I suggested simply teleporting players who are being swapped. The reason there is a pause before you ask for interchange and the moment it actually occurs is because of several conditions that need to be met (player you want to send to the bench can't be in the middle of some important action, can't be man on the mark or player awarded a mark, and so on)... but I'm sure there's ways to improve it and speed up the interchange process :)

Were you one of the testers for the game or something mate?

I would much rather see the interchange players go off than have to not know who is on and off and then simply seeing the player change to another.

The season should get harder as it goes on because the players should wear out a bit and the younger players may struggle playing out a whole season, having said that, maybe the computer should be fully energetic all season so they it is a bit more difficult for the people playing the game.

Another thing is... why is it so easy on every difficulty mode?
You can play in hard mode and still win by 10 or more goals with considerable ease.There needs to be a better mode than hard like in the FIFA games in which they have a world class mode which is only for those who are really experienced at the game.

There also needs to be a pre-season comp before the home and away season, instead of going straight to the season starting.

I think that when the players win the premiership cup more emphasis needs to be put on the glory and happiness after a grand final is won, instead of simply running the victory lap like they always do, but just with a cup in their hands.

Why do they do a lap of honor after every game anyway? They hardly ever do that in a real game apart from when it is a really terrific win. This should happen in the game, there should only be laps run by the winning team when they have a win by a couple of points or when they come back from a string of losses for a big win, surely this could be configured?

I agree with a lot of people that it is quite annoying how the banner just splits in half when the team runs through it, generally only the bottom half of the banner splits open, I think in AFL Live 2004, which should be released after next years grand final in my opinion should have the exact message that the team had on the banner for that round in the season.

I also think more emphasis needs to be put on the crowd only waving the flags when their team kicks a goal, it's silly seeing that when the Hawks kick a goal, the Power fans are still waving their flags behind the goals. :rolleyes:

And there should be a cheersquad behind the goals at each end with the same flags that the cheersquads have for their team. Like the 'Chick -A- Dee' one should be there in the crowd for example if the Hawks are playing.

One other thing that really annoys me is the fact that the ball is never bounced by the umpire unless the two ruckmen are right next to him, if your ruckman just got an injury they take about half an hour to get to the contest, there should be a designated tall in every area of the ground to take the tap.

Well I certainly have a heap of requests which I think need to be considered, lol, but the game needs a lot of improvements to be truthful even if it is a very addictive ps2 game.

Oh, is AFL Live 2004 a definite release?

Cheers
 
Originally posted by hawkfan5


Were you one of the testers for the game or something mate?

I would much rather see the interchange players go off than have to not know who is on and off and then simply seeing the player change to another.

The season should get harder as it goes on because the players should wear out a bit and the younger players may struggle playing out a whole season, having said that, maybe the computer should be fully energetic all season so they it is a bit more difficult for the people playing the game.

Another thing is... why is it so easy on every difficulty mode?
You can play in hard mode and still win by 10 or more goals with considerable ease.There needs to be a better mode than hard like in the FIFA games in which they have a world class mode which is only for those who are really experienced at the game.

There also needs to be a pre-season comp before the home and away season, instead of going straight to the season starting.

I think that when the players win the premiership cup more emphasis needs to be put on the glory and happiness after a grand final is won, instead of simply running the victory lap like they always do, but just with a cup in their hands.

Why do they do a lap of honor after every game anyway? They hardly ever do that in a real game apart from when it is a really terrific win. This should happen in the game, there should only be laps run by the winning team when they have a win by a couple of points or when they come back from a string of losses for a big win, surely this could be configured?

I agree with a lot of people that it is quite annoying how the banner just splits in half when the team runs through it, generally only the bottom half of the banner splits open, I think in AFL Live 2004, which should be released after next years grand final in my opinion should have the exact message that the team had on the banner for that round in the season.

I also think more emphasis needs to be put on the crowd only waving the flags when their team kicks a goal, it's silly seeing that when the Hawks kick a goal, the Power fans are still waving their flags behind the goals. :rolleyes:

And there should be a cheersquad behind the goals at each end with the same flags that the cheersquads have for their team. Like the 'Chick -A- Dee' one should be there in the crowd for example if the Hawks are playing.

One other thing that really annoys me is the fact that the ball is never bounced by the umpire unless the two ruckmen are right next to him, if your ruckman just got an injury they take about half an hour to get to the contest, there should be a designated tall in every area of the ground to take the tap.

Well I certainly have a heap of requests which I think need to be considered, lol, but the game needs a lot of improvements to be truthful even if it is a very addictive ps2 game.

Oh, is AFL Live 2004 a definite release?

Cheers

......and not one decent and even remotely important idea in all of that drivel.

I mean, who gives a sh|t whether there's a cheer squad behind the goals when the gameplay is still so bare bones and unrealistic.

Get all the elements of AFL football into the actual gameplay first and then worry about whether the banner has the correct pretty little picture on it.

I mean, next you'll be complaining that the clouds in the sky aren't in the correct position.....

You really do make me laugh sometimes. :p
 

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I would much rather see the interchange players go off than have to not know who is on and off and then simply seeing the player change to another.

Not sure if you're aware of its existence, but there's an interchange hud that comes onto the screen and informs you which of your players has come on and which has come off.
Game Visuals screen (which you can access from Game Setup screen, just before game is started) gives you a choice to turn that hud on/off.
 
Another thing is... why is it so easy on every difficulty mode? You can play in hard mode and still win by 10 or more goals with considerable ease.There needs to be a better mode than hard like in the FIFA games in which they have a world class mode which is only for those who are really experienced at the game.

Well how about some suggestions on what you think would make game more challenging? Faster opponents? Longer kicking opposition? Or just better decision making on the behalf of the computer? These are the kinds of constructive criticisms I wouldn't mind hearing!
 
One other thing that really annoys me is the fact that the ball is never bounced by the umpire unless the two ruckmen are right next to him, if your ruckman just got an injury they take about half an hour to get to the contest, there should be a designated tall in every area of the ground to take the tap.

There has already been a complaint about ruck contests along the same lines, and I've responded to it in this thread so please take time to read through the posts again. :)
 
Originally posted by gPhonque


......and not one decent and even remotely important idea in all of that drivel.

I mean, who gives a sh|t whether there's a cheer squad behind the goals when the gameplay is still so bare bones and unrealistic.

Get all the elements of AFL football into the actual gameplay first and then worry about whether the banner has the correct pretty little picture on it.

I mean, next you'll be complaining that the clouds in the sky aren't in the correct position.....

You really do make me laugh sometimes. :p

They were simply suggestions, some of them were wishful thinking I know but in the end I am hoping as many improvements as possible can be made to the AFL Live 2004 Edition.

I thought most of the points were very relative to the gameplay apart from a couple of things about the crowd which really don't bother me a whole lot, I am just saying the game would be better with these features.
 
Originally posted by RussianDevil


There has already been a complaint about ruck contests along the same lines, and I've responded to it in this thread so please take time to read through the posts again. :)

Yep I know mate, I'm just saying that I agree with the people who have already posted about this, and I was just wanting to verify the fact that it is very annoying.

Thanks for the reply though.

Cheers.
 
Originally posted by RussianDevil
As far as the suggestion to make AI team improve throughout the game, wouldn't that defy the purpose of the 'Difficulty' setting? :)
Yep! And I love the idea of letting the game analyse how I play and adjust itself accordingly so it always gives me a challenge, rather than giving us somewhat arbitrary levels of AI which aren't ideal for every player of the game.

Perhaps, as an alternative, have difficulty set as a series of sliders, each representing an attribute of the AI team (speed, accuracy, stamina, awareness, etc etc). You can have pre-set combinations - like easy, medium, and hard - but players can also individually tweak each attribute up or down to find a setup that best suits the way they play.
 

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Something which could be taken into consideration with the set shots for goal is the kicking metre. I wouldn't mind seeing something along the lines of the metre such as the golf swing metre in golf games or the kicking metre which is used in Madden NFL.
Click the button once to start powering it up, click it again for power, then click it again to connect with the ball. The section where you connect with the ball could be large or smaller depending on who has the ball,and from what distance they are kicking for goal from.:)
Also you could have a section at the top of the power section to perhaps put a bit of extra distance into it, but if you go into this you have to connect it better, otherwise it spray's off the boot.:)
 
I don't know of a single sports game that I've played that actually learns from the way the user plays... this sounds like neural networks at work, and the degree of complexity required would be enormous.
 
top game. love it to death. these are just my little suggestions. just trying to make the thing better

one thing that has alway bugged my about afl live 2003 was the absence of spoiling a kick. They should include it. I wanna smother kicks dammit. Make it damn near impossible to pull it off, but include it anyway.

Stats and lots of them, but that's been mentioned heaps of times before, and awards for the players in the season - brownlow, coleman..plus 3,2,1 votes ala NBA Live player of the game

I'd like to see the replays to be extended a little further - alot of the time it is the play leading up to the goal that is the thing you want to see, not someone casually putting through a goal from the goal square.

Also the games at colonial stadiums loads up way too fast. It is so unrealistic. I say, emulate the feeling of queing up for tickets, by making the loading time last so long, that you miss the first ten minutes of the first quarter. :)
 
Originally posted by go team

Also the games at colonial stadiums loads up way too fast. It is so unrealistic. I say, emulate the feeling of queing up for tickets, by making the loading time last so long, that you miss the first ten minutes of the first quarter. :)

haha
 
Also the games at colonial stadiums loads up way too fast. It is so unrealistic. I say, emulate the feeling of queing up for tickets, by making the loading time last so long, that you miss the first ten minutes of the first quarter.

hehehe

Well there's some standards in place as to how fast a game should load so there's a conflict of interests I sense :)

I hear you about replays... need some sort of a system which determines how far back in time a replay should start, depending on the type of the goal for example.

Smothers - yes hopefully they will be in the next version of the game.
 

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AFL Live 2003 Problems/Solutions/Comments

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