Is there a way we can delete our Pro Team account and start a new one?
Where the hell is Sam Sturt?!?! hahaha.
Iāve opened a ton of packs, of all different types, and cannot, for the life of me, find him anywhere!
Having the same problem. Iāve been opening countless Victoria state of origin packs and just praying that he pops up at some point soon before time runs out.
GWSharpy made a video about some of the issues and concerns with AFL23, he makes some very good points in the video
Sorry canāt figure out how to attach it
Merry Christmas to everyone btw
Just wondering if anyone knows the best pack to pull Nick Daicos from? Heās like one of the only main objective cards i havenāt gotten yet and will complete a few objective groups for me.
Heās in quite a few actually, Iāve been lucky enough to get him a few times.
Best 23 of 24
Team of the week
Premiership Players
Iām guessing heās in lots of others too given all his achievements.
Probably not much help to you though!
Sounds like youāre doing well with the cards you need for objectives, Iād be lucky to have 1/3 of them reckon!
Ah easy man guess i just havenāt been luck enough to get him from either of those packs, just got to hope i get him soon! Thank you for the help though and most of the main ones i got, havenāt been so lucky with the legends and that though aha.
Wonder what the surprise is going to be?
The Sam I found is gold (pretty sure), but I got him in a silver Vic pack.
Player hunts aside Iām inclined to think any pack thatās ~4/14 ends up being pretty good value vs smaller packs from the tier above.
Has anyone else had problems with midfielders not moving when you win a hitout, especially in premiership challenge? I have Neale, Cripps and Dusty at a centre bounce with Gawn rucking, and yet no matter where I hit it my guys just stand still while my opponentās midfielders just swoop in and run off. And when they win the hitout, they also run in and grab the ball. Is it where Iām standing in the centre circle or just ping maybe? Let me know
Wooo I got Sam Sturt!!!
It was a Random Silver reward pack (that also landed a duplicate Callum Mills Diamond! Haha).
Anyway, I have the white Xmas jumper now. Looks like we fell short (as a community) for the red Xmas jumper, and now have today to earn the Green Xmas jumper.
Merry Christmas everyone! I hope you ALL have a wonderful day and filled with fun, love and laughter!!
Youāre touching on my favourite AFL23 topic that could be housing not one but two bombshells - I canāt prove any of this so if you disagree thatās fine -
- Stat differentials are WAY more influential than we understand
- In contested play there are dozens if not hundreds of passive calcs that you can lose without doing a damn thing about it.
So with the ruck for example, you might win the tap, but did your player have better stats for roving the ball? When you win the tap, why does it go to a different player than the direction you hit it in? I reckon itās part timing, part stats (ruckman and rover) plus a randomizer that will at some point gift the calc to the other team.
If Iām right, that explains an awful lot.
Hereās the interesting part - you know those times when you lose the hit out and you are second to the ball every singe contest, and every tackle you lay sees the opposition calmly pass it of to a team mate?
Or when youāre clearing the ball from a kick out and youāre constantly able to handball in traffic, until further up the field it stops working?
I think this is a window into how the game engine works behind the scenes. There is an invisible hand deciding if stuff is going to work or not . In games before 23 this sort of stuff was like a bull in a flouro tracksuit, in 23 it is a lot more subtle.
If Iām right - bare with me here - then this might explain how the game completely lost all playability within certain patches. The code always new what a kick and a mark was, but when it came time to deciding which player could pick up the ball or win a contest, the engine just didnāt know how to show how the player failed at doing something. So the controls became slow and unresponsive, that type of thing,
The home straight! If Iām right, this could also be the reason why BA canāt just āpatch inā better tackling because it constantly needs to take into account a lot more than just the stat differential and when you pressed the button. The engine would need dozens of instantaneous cals and it just isnāt there yet in a way that is reliable and consistent.
One last thing to add to the theory - the āinvisible handā doesnāt effect marking and clunking the ball is effectively a circuit breaker. You can lose on positioning sure, but nothing will make you get the timing wrong on marking and hit outs etc. That will always be 100% on you.
If anyone made it this far, interested in your own thoughts on this topic.
Can we expect to see new Christmas themed packs in todayās pack reset? @JNT_BA
Edit there are none wouldāve like to have seen something new in the store for a change especially given itās Christmas. Hopefully something to start the new year, would be nice to have some variety.
I agree that there are a lot of factors in the engine decision making, and itās probably the āweightā of each factor that some of us would like balanced differently.
If, say, tackling was more effective, then that could make the game too easy to regain possession.
Marking, in the guide, says that early positioning and multiple players at the contest will favour you⦠and this was definitely the case back when I made my video on it, but I feel this is lessoned over the patches, and player stats are more heavily weighted now. (Which is why all Pro Team sides have 98/99 marking players in their forward line).
As for clearances, I have a pretty strong midfield, and have some games where NOTHING will work for me getting first to the ball.
I could swear one guy recently had a cheat code, because even my 99 Fire-Obsidian Cripps couldnāt get near it!
Iād love to see a Debug mode game played on a Dev Kit to find out what was happening!
Couple things I think could be tweaked without going to over the top would be
Thereās a AI system called Navmesh which can be used with the unreal engine, a lot of games use it, I think that could do with some work which would help with things like
- player movement
- positioning
- Dynamic path finding
- game flow
- contest assistance
- Around the ground tactics
Iād say this has been used in the game or something similar but I think that would help fix a broad of issues people see with the game.
The blending of animations throughout the gameplay would also help with fluent tackles, ground ball pick ups etc
I think itās in a good state though, I think the devs know what they want and they definitely listen. Look forward to see what next year holds for this game
@JNT_BA would love to know if you are able to add collard guernsey to the guernsey style option have some cool designs Iād love to do cheers
@JNT_BA any idea as to when we can expect new 2025 rosters and fixtures in management mode? Also, are there any future updates for management mode to fix bugs like players not getting injured?
Oh boy, talk about a slog
With level 40 reached, and as many ācard basedā objectives that I could do, this LEVEL 40 Cripps objective was the only thing I was playing for.
And Iām happy to say that after many tireless hours⦠I got there!
Not gonna lie though, of the 692 disposals, about 650 of them were handballs
Great effort mate! Well done