It’s funny, you all are mentioning how you keep getting banned… yet you’re here nearly every hour asking the same questions over and over that have already been answered multiple times. @Border is entitled to his opinion us much as you all are, he’s just stating what has been said for the 1000th time over and over again and somehow you’re all getting more volatile every time because you just can’t take no for an answer?
I love how you people complain about criticism and comments getting deleted when its your own comments that get deleted for breaking the rules. If I delete “your” criticism it’s cause you broke one, if you don’t think there is other criticism of the game in this thread you may need to really understand what what word means. If you can’t separate criticism of a game in a game specific area and criticism about things not about the game. That’s on you.
Yeah and they are gone. Multiple rules breaks noted by the mods. Many deleted posts, goodbye.
@JNT_BA Serious question though through all the whinging and whining, have the management mode bugs previously mentioned been looked into at all? If so, have there been roadblocks in the coding that don’t allow for these to be fixed? You know me by now that I’m not one to complain but I’d love some closure😂
Through the updates there are usually small things we do update we may not mention. Yes there have been management mode updates to things, when the support team gets reports they all run through me one way or another and we update things. Usually small things that can break the a career if 1000 choices match and it would have been catastrophic. You guys even saw some small updates we did in one of the patches where we added some screens and readouts people were requesting. It may not be what everyone wants… but that’s an impossible task cause we all want different things, even me.
As mentioned a long time ago, there will not be any updates to management mode on a massive scale.
A simple thing like injuries in gameplay can’t be added in management mode? Just to make it slightly better
Unfortunately that’s not a “simple” thing in this case or else it would already happen.
We have injuries in Rugby 25 during gameplay and that was a massive undertaking and months of work. It’s not player hit = injury, it’s tonnes of other knock ons that add up to significant time investment.
Now that Rugby 25 has one it means we have the skeleton for the future if we do other titles. But that really depends on working with our partners about what they would like in the game as well.
@JNT_BA Yeah absolutely fair, I could imagine that would be the case. I’m yet to start a new management mode file, so once the new roster update comes out I’ll give it a run and see if I notice the slight changes.
When you say partners do you mean afl doesn’t want it in the game? No one wants injuries but unfortunately it happens in sports and it’s a reality and would make a huge difference to management mode and it is in every major sports video game
This is great to hear! Appreciate you sharing what you can @JNT_BA , I’m sure it must feel like people are constantly shooting the messenger around here (I’m no doubt guilty of that as well).
‘IF we do other titles’ isn’t exactly music to the ears - fingers crossed there’s an AFL26 on the cards, as there’s enormous potential to build on what is now a really enjoyable AFL game overall.
Really looking forward to the roster updates, along with whatever small fixes are possible in management mode.
i totally understand this, i just wish the rucks wouldn’t win the brownlow, idk about a lot of people but ive made somewhat of a career mode in management mode with my custom players, its just hard to play out a full season having 35 touches a game and samson ryan wins the brownlow for the 3rd year in a row, seems like the only update that is an obvious continuous issue since management carrer was introduced, is that considered a major update? or is it more that management mode won’t be touched again until AFL26, if so i think it would be awesome to take in community ideas and feedback to build a great game mode
I can agree with you on there is potential to build off of but in terms of AFL23 being an enjoyable game I’d have to disagree as I’ve found myself going back to Evolution 2 and finding that to be a better game.
Game announcements never happen in casual forum chats.
IF there is any future game, we’ll probably hear it from the Big Ant socials, or Ross’ Twitter.
Yeah I really enjoyed Evo 2 as well, particularly the physicality & far better career/management type modes. Being able to edit individual player attributes was a big one, it adds so much longevity to a modern sports game.
Really hope that BA gets another crack at AFL titles because there’s so much to build on from what they’ve already accomplished. I do worry that the state of the game when it was released & the reviews that followed has really hurt the chances of future investment from the league, but I guess we’ll see.
BA have the license, unless there are local developers beating down the door it’s really hard to see a foreign company who could care less about the sport seeing dollar signs.
The ‘other company’ only got in the door because they offered to do it for cheap. Took them eight tries to get to Evo 2. It had some good features sure but the free pass they get elsewhere is nuts imo. The opposition AI has a fraction of the code.
There is going to be a 2025 update, they’ve already told us.
i reckon the AFL could very easily create a great partnership with the AFL, an EA made AFL game with real physicality and animations would sell millions of copies, it would even find success in other countries if the game was made as well as madden, with similar playstyle, the afl would get a new wave of fans interested, i really hope big ant can figure out some new tech for the next instalment to make it feel more smooth, i have respect for how hard it is to make a game and for a first instalment it’s not bad, just not quite a finished product, also taking consumer feedback without any defensiveness, let the fans help build the ideas over a longer period of time
from memory the same thing applied to suspensions as well.
I know @JNT_BA has mentioned this many moons ago but with the AFL being so heavily involved, which is a great thing, comes a few more approvals to gain, few more boxes to tick any time something is new or added in.
It’s a tricky beast to navigate!
It does seem like BigAnt missed a huge opportunity with improving management mode, but I guess with a small team and also many spinning plates it was always the case that things would have to go on the back burner.
As an avid AFL management mode player and also AI engineer I guess giving my two cents this is how I would build in an injury function - although BigAnt probably already worked it out but haven’t had the chance to implement it
Injury would come in three main factors
- Collisions type marking, tackle, etc
- Category of injury headknock, ACL, Ribs, etc
- Player injury score which is their resistance to injury
Each player will have an injury score when heading into a match this is built up from their age, strength, endurance, and other traits and previous history of injury. This score determines if they will get an injury given an event occuring such as a tackle or marking contest etc
It would look like Probability of injury = (Impact X Fatigue X (1-Injury Score)) + (Type X RandomEventScore)
Impact will be the type of tackle, contested mark, collision which will have a score, this score can be unique for the player applying the force such as determined by weight, height, tackle skill.
Fatigue, already in the game if a player is more fatigued they are more prone to injury and will have a score associated with the fatigue level
The resistance score as mentioned is their ability to resist injury and is made up of the already build in player charateristics such as recovery, fitness, but also has a decreasing percentage based on previous injuries accumulating plus age
Type will be a scoring based on category of injury ranging from head knocks to ACLs, this will be calculated in the type of event and the player history and age
Random factor is a randomised score applied to the event which may result in a freak injury which will determine the severity of the injury and recovery time based on the injury catergory
So then a percentage outcome of getting injured can be
Impact = 80 from a hard tackle
Fatigue = 50% (50 fatigue level / 100)
Injury Score = 80 (young player with minimal injurt history)
Injury type = broken ribs score of 20 with recovery time of 4 weeks (as an example)
Random event chance = 10%
Therefore
80 * 0.5 * (1-(80/100))(20(10/100)) = 10% chance of being injured with ribs with 4 weeks recovery time
However, would be great to get any other input as never really considered myself a game developer but interesting and fun to think of how all these ideas from the community would be implemented