I havenāt played in about 6 months now because Iām not into ProTeam - does anyone know if there been any improvements/fixes to management mode? And whether or not you edit player attributes after games?
I was having a bit more of a think about this Manual movement want you guys are after.
I donāt think fully manual marking is realistic with how the game works (itās too animation driven) but the current āmagnet to drop zoneā definitely feels too strong and gamey.
A better middle ground would be:
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More and better marking/contest animations
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More imperfect outcomes (juggles, spills, fingertip touches, dropped chest marks and one handed attempts)
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Make the approach angle to the contest, timing and pressure matter more to which animation/result you get
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Scale the assistance by attributes (elite markers get more help, average players less, poor markers fumble more) this would work the same way for the defender stats too which would change the % of the outcome
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Slightly reduce the AI reaction to the drop zone too, so it feels less snappy
This way it stays playable and stable (especially online), but contests feel messier, more realistic, and less scripted.
Has anyone created the new AFLW draftees and uploaded them to the Community Hub yet
FULL 100% manual would never work I agree but my idea of full manual (there will lways be a tiny bit of assist no matter what) Should be able to do the following, which ATM i feel like we dont have control of :
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full control of when you jump for the mark - right now its all based on the colour timing system - cant jump early and or cant jump late
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Manual player movement (no auto-magnet to drop zone) and you can position how you want
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I also want to jostle manually (hold Triangle to manually initiate body contact) and not have to wait for when the blue circle appears (Maybe I want to put some body contact before we get to the ball drop zone???
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the way your player gets pulled into position you really dont need to Read the drop of the ball
Itās not just āpress Y to mark.ā Itās spatial awareness + timing + physical contest.
The whole strong and noticeable magnetism is a issue for all BA games and its just so damn jarring and looks like bad game design.
my thinking is when manual kick and handB got introduced I bet it would have be messy and looked bad for people getting used to it but my god it made the game beautiful once mastered and i feel the same could happen for marking and maybe even kicking for goal.
Sounds great. Definitely doable as well animation wise considering how many new set shot animations weāve been getting
Will the new roster update be out by February 20?
Probably not, Iād say we will have to wait until we have all the new photogrammetry of new\current players. Depends when the clubs allow them to come in and do it.
SSP ends on March 2 now ICYMI
I canāt figure out how to do multiquote so bare with me.
Re: missing Voss, Iāve been having this issue for ages with other players. Two things Iāve noticed - new cards often donāt appear in your inventory until after X period of time. It can be a few minutes or a few days. The worst was Santa - I got him before going on holidays and a whole month later after about ten games he appeared. Just wild. Usually though a missing card turns up within the hour. I donāt know, maybe Voss is another Santa.
āGetting data from serverā wait time - agree it is baffling why it is so hard for BA to fix. I can get a five minute wait at 1am so Iām not sure itās tied to network traffic.
Gameplay improvements - itās exciting to see them trickle through. Pretty sure the kick over the shoulder is something new, at least in a way that itās actually useful and I think
players are missing goals on the run now.
I just wish BA were interested in fan discussion again. Why not have an open discussion about the backlog? Tag an FAQ, have an AMA session with a developer, just something to foster a bit of good will with the āsmall but passionateā player base. Looking at reddit and elsewhere it appears a lot of people have moved on from the endless trolling.
Been thinking about possible improvements afl26 could make this year and started thinking about manual aim for kicking at the goal.
Obviously, that would affect the accuracy for the player as the player will need to adjust for distance and angle now instead of just timing it correctly and pressure becomes a bigger factor
Additionally, I feel like if that was transferred over to the AI it would solve the issue of them never missing by introducing:
Fixed the delay in aiming
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Every kick has a small pre-kick delay (e.g., 0.3ā0.7 seconds) before the AI actually executes the shot.
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Longer for longer kicks or tougher angles.
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Shorter for highly skilled AI players.
Skill-based Aim Speed
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Each AI player has an aiming stat (composure/skill rating).
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Aim time = base delay/skill modifier
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Base delay = 0.5s
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AI with high skill (modifier 1.2) ā 0.42s delay
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AI with low skill (modifier 0.8) ā 0.625s delay
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Dynamic Aim Accuracy
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During the āaiming period,ā the AIās target can drift slightly like a human hand moving the joystick.
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Result: AI can overshoot or undercut the goal, especially under movement or pressure.
Pressure
- AI aim time (time taken to hit the target) can increase when defenders are near, simulating hesitation or misjudgment.
This happens to the player when having to manually aim. Should be āeasyā to replicate for the AI which I feel is missing atm especially when the AI can get a fully powered and accurate shot out of nowhere and under immense pressure especially if they are even not running directly towards the goal.
I feel like this system might actually use the stats of each player more accurately too
I do agree with some aspects, the AI especially from 45 plus almost one step kick goals under pressure go straight through 85% of the time bit unrealistic.
it would be a massive overhaul of the game so not sure this could all be implemented but Iād like a different on the run shot for goal. Im very consistent even on hardest.
Iād love to see it a two button system, accuracy then contact
Or
Keep it the same way but rather than the same input between the bars every time, make the target moving side to side
Moves faster for sprinting
Faster for close games
slower when you release the sprint button and in space
Simple but I donāt mind it
Bare minimum is just introduce back having to power up a kick for goal for the player and ai too.
The one step kick for goal from 50 just looks so bad. Also kicking for goal 5 metres away and it is just a full powered bomb cause all you had to do is get the timing rightā¦ā¦.and being right in front itās not hard. Also looks bad imho
I feel like manual aim shouldnt be that hard, as it is basically a normal field kick but when pressing ācircleā (ps) there is a small visual goal post indicator in front of the player (this appears dependant of where the goal is from The player) and a arrow for them to aim at using the joystick. (similar to eafc precision shooting, which is their version of manual aim for goal)
Surely we get scoreboard change. Like During the day, it is fox footy scoreboard. At night, it is channel 7. And if it is preseason, it do the Kayo scoreboard
Would be a nice change to the eye but can I just say the 7 scoreboard last season was trash
watching Richmond getting smashed in big font mode is not my cup of tea
Has management mode been updated? Can we see other teams injuries and suspensions?
Thereās something very wrong with the difficulty settings in season (and maybe management) mode. I can play a match in quick game on hardest and the Ai will be relatively competitive but go into a season and they barely put up a fight on any difficulty (including custom difficulties)
Yeah I just played and saw it, I call the walkway the Guitar Man spot because thats where guitar man stands, the races and benches look better as well.
fox footys is much worse than 7 tho
