AFL 26 - Megathread - This is not a support forum

50 - i havent adjusted that

Great call to bring it in :smiling_face_with_sunglasses::ok_hand:

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with manual kick and handball now in play.

logical to have manual aim for goal kicking (on the run and set shot) and ruck come next???

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I might put the fov to 100 and see how it works of the end to end setting I use

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I’ve submitted a ticket to BA about the momentum drop a while ago. Fingers crossed they are looking at it.

In the meantime, I feel like being able to manually aim out in front of the player somewhat makes that issue less of a problem. NOT A FIX, but at least can make it less annoying.

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I suppose you can just do a manual field kick for goal.
I’ve also noticed Manual field kicks may not go EXACTLY to the marker… but very, very close to it… and maybe that difference is up to the player’s kick-accuracy skill and the pressure they’re under.
The same would be for using it for shots at goal using the Manual kicking… can’t be 100% sure the marker is dead-on the goals.

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so sometimes i do use manual field kick to go for goal, just to make it difficult for myself and im all for manual everything.

I guess one thing i would like to have is some sort of goal post indicators when i do use manual kick when in range, so i know if im accurate or not and not just rely on the ground marker.

I’ve always found the timing system for shots at goal seems unnatural - as the player has no control over the power of the kick at goal.

moving it back to the player controlling the amount of power and accuracy (with a goal post indicator somehow) mighht firstly make the game harder - but better especially when you get it right and also have it look actually natural.

i dont wanna see a player 5 metres out using the timing kickl for goal system and absolutely belting the ball through every time (cause you dont have control over the amount of power)

I always liked set shots on the run like this where it was based on power. The more power, the less accurate and you could release whenever. Felt like it was a lot smoother

PS: sorry Twistie stitched you up here that was a very long time ago :joy:

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I’m picturing this Andy…

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Hopefully this is a sign of things to come to have more manual controls, such as manual marking with no positioning magnetism and ability to jump whenever (jump early jump late) - this would allow the playerto protect space in a marking contest…for example, im caught flat footed, I wanna position my player to protect the space in front of me so i can block somewhat any players running up from behind me

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I kind of want to cancel on dinner plans and test this out now :rofl:

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With free roam tutorials, now with more manual controls requiring players to be able to aim and a certain level of practice is required.

It would be nice to have options to make other AI players run around in certain plays, such as

  • moving the ball along the wing from defence 50 to forward 50 (through the corridor or via the wing) - great way to practice aiming handballs and kicks for a run and gun game
  • centre bounce clearance work
  • half forward kicking to a leading forward
  • boxed in inside def 50 - aim is to try and get out of DEF 50

Having the other AI teammates just standing around seems pointless for a free roam and now with manual aim and kick.

in some sports game for training and free roam i think it was like old fifa you could set how many AI team and AI opponents on the field too. could do a 10 vs 6 and allow the player to practice aiming kicks and handballs and Marking

Practice Makes Perfect!!!

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I think adding a way we could add our own custom players in management mode would be great.

Whether it is putting the player in the draft or putting them in free agency would be cool

It would make it easier for YouTubers to do career Sims.

@JNT_BA @BoodDesigns

As well in management mode able to make the team do the trades/signings/lineups automatically all together would also be nice

Would be nice to adjust the size and/or colours of the kick and handball markers.

As someone who sometimes use ‘far’ cameras, having them more easy to see would be nice

Also, had another game after work was done and dusted and got slaughtered.

Inaccurate handballs and missing kicks loses games………especially when you are the one with full control of aiming and can’t hit a target…………

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It’s so good I love it. Takes a while to get used to but starting to get some great chains going.

Also another thing @JNT_BA would it be possible for us to get a higher FOV? I play with end medium camera angle I think it’s called. A little difficult to switch angles around the ground which is the only bad thing about it as you can’t see the full ground to your side unless you click in your left stick which takes a while

I have tried further away camera angles but I feel it ruins it a little (at least in my experience) as I like to be closer to the action. Something I’ve never been able to find a balance for in an AFL game

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Great patch. The game feels a little smoother and the contests a little more intense.

Actually came here to say next thing has to be manual handball, didn’t even know the patch introduced it lol.

If I had to say one thing that makes 26 a lot better than 23, it’s that you feel like you have more control over what’s happening on field, especially with areas like tackling. And player fitness is massive the way a game can really open in the second half.

Current wishlist:

  • drop the ten metre passes while being tackled and the ball being able to phase through a pack of players in defence. I know it’s getting better but it’s still distracting. People will learn that loop passes are the only option (which in turn will be less effective) and in the meantime ball physics will be more convincing and clean disposals more skill based.
  • the spread from a kick out is still pretty rough. Hopefully on the roadmap.
  • the AI can get a comical amount to time to dispose the ball. The sequence where you can tackle, let them get up then tackle them again and after a full second it’s a ball up or they pass it ten metres feels comically unbalanced.

Keep up the good work BA, it’s coming along well. I love contests where you can end up on your backside or with a clean break allowing you to play on. It makes the gameplay feel a lot more ‘real’. Making running shots riskier, especially from a set shot is a great improvement as well.

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Some cool differences with Dribble Goals that you can get.

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I have Afl26 on Xbox and haven’t played since the release. How is it going? Is it worth hopping onto again?

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I have it on Xbox and I like it.
There’s definitely still some areas for improvement but it’s a solid as hell simulation of the greatest game on earth

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As long as you dont have it on PC where its a complete roll of the dice about whether or not youll get through a game without it crashing it should be fine for you. My PC well exceeds requirements but 26 crashes even more than 23 did.