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AFL Evolution 2 Realism Thread (game sliders, player ratings, player likeness, tactics)

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Hey all, This thread is for the community to share things they alter in the game that work well to make it more realistic from gameplay sliders and tactics, to fanhub specifics such as ratings or likeness.
 
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I've done some slider testing with these changes. Will tweak more but speed feels good like this without being hectic.

Run speed 42 (both)
Tackle distance 25 (both)

Goal kicking close, mid & long 55 (CPU only)
Set shot accuracy 59 (CPU only)
On the run accuracy (CPU only)
Tucking (CPU only)
AI tendencies
Play on 55 (CPU only)
Pressure awareness 55 (CPU only)
Tackler avoidance 55 (CPU only)

The rest at default
 
I've done some slider testing with these changes. Will tweak more but speed feels good like this without being hectic.

Run speed 42 (both)
Tackle distance 25 (both)

Goal kicking close, mid & long 55 (CPU only)
Set shot accuracy 59 (CPU only)
On the run accuracy (CPU only)
Tucking (CPU only)
AI tendencies
Play on 55 (CPU only)
Pressure awareness 55 (CPU only)
Tackler avoidance 55 (CPU only)

The rest at default
I'll give these a crack 👍 I'd prefer a slower tempo to the gameplay
 
Hey all, This thread is for the community to share things they alter in the game that work well to make it more realistic from gameplay sliders and tactics, to fanhub specifics such as ratings or likeness.
Good idea for a thread I thought. Pity the thread been a letdown days after posting.

One of things I did first when got the game was try to experiment see if I could alter ratings of players via attributes.
I picked out a player at my own club that not made his debut yet and later on pick him in team within this video game after I edit stuff to see if I can detect a difference from original ratings. That is what I intended to do.
So I edited Ben Silvagni and by time I had adjusted attributes like marking etc. got him over 70 and seemed to save them, but when I actually played games the ratings show everything as it was in default. I thought maybe it saved in fanhub but cannot find it there, so what actually happened as it leaves me confused if it saved it why cannot I see the effects or in what game mode is it going to show what I edited and saved ?

Does anyone understand why it is not showing the edited version of player within game mode ?
 
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I've done some slider testing with these changes. Will tweak more but speed feels good like this without being hectic.

Run speed 42 (both)
Tackle distance 25 (both)

Goal kicking close, mid & long 55 (CPU only)
Set shot accuracy 59 (CPU only)
On the run accuracy (CPU only)
Tucking (CPU only)
AI tendencies
Play on 55 (CPU only)
Pressure awareness 55 (CPU only)
Tackler avoidance 55 (CPU only)

The rest at default

Couple more changes to help make set shots a tad more challenging
Goal kicking
Mid range 48 (user only)
Long range 45 (user only)

And this one is to create more loose balls from tackles
Tackle effectiveness 45 (both)
 
Couple more changes to help make set shots a tad more challenging
Goal kicking
Mid range 48 (user only)
Long range 45 (user only)

And this one is to create more loose balls from tackles
Tackle effectiveness 45 (both)
I don't think the user goal kicking sliders alter the set shot difficulty. I set them all to 0 and can still slot every set shot easy.

I wish there was a custom slider for user set shot difficulty to make the green zone smaller.
 
The following sliders have helped free things up.
Tackle distance (AI and user) : 40
Tackle reaction (AI): 30
Handball distance (AI and user): 60
 
I don't think the user goal kicking sliders alter the set shot difficulty. I set them all to 0 and can still slot every set shot easy.

I wish there was a custom slider for user set shot difficulty to make the green zone smaller.

Drop them a message on Facebook. Those sliders don’t impact set shots.
 

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Drop them a message on Facebook. Those sliders don’t impact set shots.
I’m surprised that doesn’t work, but the other (longhand way) is to alter each player’s kicking accuracy. If you only play as one team usually, you only have to do this for forwards and mids. (Going off previous version).
I did this and it allowed me to have longer kicking forwards, but still tough to nail from 40m out.
Will try this again when I get the game tomorrow or Friday.
 
The following sliders have helped free things up.
Tackle distance (AI and user) : 40
Tackle reaction (AI): 30
Handball distance (AI and user): 60
Is that raising or lowering from default settings?

I'm looking to slow the game down and create a bit more space for more free flowing gameplay, without taking it too far.
 
Up mark fumbles to 60 or 70. A few times a game you'll see a player drop one he shouldn't.

To harden up set shots, Im going to drop goalckicking accuracy and hit play on after a mark then straight into kicking at goal.

Im also dropping the tagging slider. It says it controls how much Ai players stick to their opponent.
 
Any tips on how to get a more realistic possession count? Playing with 10 min quarters but my main ball winners are getting 10-15 disposals a game and the AI are getting around 10. Everything else I'm happy with.
 
Any tips on how to get a more realistic possession count? Playing with 10 min quarters but my main ball winners are getting 10-15 disposals a game and the AI are getting around 10. Everything else I'm happy with.
Something I've found useful to get the possession count up for players at the centre bounce, is to keep down L2 while your waiting for the hit-out. This way the midfielder you are in control of gets lured to the ball, otherwise the cpu seems to react more quickly every time. This has helped with getting some handball chains going in the middle and around the stoppages.
 
Something I've found useful to get the possession count up for players at the centre bounce, is to keep down L2 while your waiting for the hit-out. This way the midfielder you are in control of gets lured to the ball, otherwise the cpu seems to react more quickly every time. This has helped with getting some handball chains going in the middle and around the stoppages.
Thanks mate, I'll give it a go.
 

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Something I've found useful to get the possession count up for players at the centre bounce, is to keep down L2 while your waiting for the hit-out. This way the midfielder you are in control of gets lured to the ball, otherwise the cpu seems to react more quickly every time. This has helped with getting some handball chains going in the middle and around the stoppages.

Can you still call for the ball like Evo 1? (Pretty sure you could do that)
 
Any tips on how to get a more realistic possession count? Playing with 10 min quarters but my main ball winners are getting 10-15 disposals a game and the AI are getting around 10. Everything else I'm happy with.

Went down the wormhole of trying to get a match that statistically plays out like a real AFL game. For the most part you can get a 10 min quarter game to play out like a 20 min AFL game but a few definite quirks make some things impossible.

Goal Kicking - as you can't seem to alter your set shot accuracy, you'll almost always come out kicking well above average, depending on how many marks inside 50 you can get. Altering user player set shot ratings could be a fix but a time consuming one. Also like the idea of playing on kicks rather then set shots, haven't had a change to test this.

Contested Possessions - As it takes tackler and tacklee 1 minute to stand up after each tackle you really cant have any contest last more then a few contested possessions before the last man standing walks off with it. Even when smashing sliders to 0/100 to keep the ball in the contest it felt just less and less visually realistic.

Handballs & Disposals - 2 reasons why you will always be under on this. 1 - handballs are pretty much a guaranteed clanger in this game, absolute guesswork as to where they are going so really there is little incentive to overuse them. 2 - game seems to be more stringent on what it considers a handball compared to real AFL. Pretty sure when it squirts out in a tackle this isn't considered a handball by the game whereas in real life some/msot of these will be little rushed handballs.

Kicks - You can get your kicks pretty close by chipping it around working up the field but the AI will mostly always just bomb to packs.

Clangers - Handballs are completely wild and both you and the AI will end up with double the usual clangers in a game.

Uncontested marks - user can get close by chipping around but AI will always be nowhere near as ti bombs to packs.

Contested Marks - Even with marking at 0 and spoiling at 100 there will still be more contested marks then a real AFL game. This could be partly due to Evo being more relaxed about calling what is and isn't a contested mark.

Tackles - the game records all tackles as tackles, whereas I think the AFL only records tackles resulting in a ball-up or a free kick turnover as tackles.

Score, Inside 50s, Uncontested Possessions, Free Kicks, Hit-Outs, Marks inside 50, One Percenters, Bounces and Goal Assists you can all get reasonable numbers for. Also as handballs blow and contested possessions are limited your onballers will always be under on possessions and disposals as noted in previous comments which sucks. Almost all of the games I played had forwards in the best on ground, oh well.

Keeping in mind that with the game as is its impossible to build a statistically realistic slider set I thought I'd have a crack at one that is more focused on passing the eye test.

Difficulty - All-Australian - Haven't really tested what difference this makes but this is what I currently have it on.

Slider - User/CPU

Goal Kicking Accuracy
Close Range Accuracy50/50
Mid Range Accuracy - 50/50
Long Range Accuracy - 50/50 - Potentially worth boosting up a bit as jogging at goal 40ish out seems to be considered long range on the overlay and you can end up kicking out on the full with no pressure (perhaps this is just a poor kicker though).
Set Shot Accuracy - NA/55-60
On the run accuracy - 55/55 - user might need to be boosted up if we play on kick from set shots rather then set shooting, haven't tested yet.

Marking
Marking Boost
 
Marking

Marking Boost - 0-5/0-5 - With equal numbers cpu takes more contested marks then you, but this may just be that they bang it into packs more then you. might have to set CPU higher so their strategy isn't completely nullified and they aren't too easy to beat. Even at 0 there is plenty of contested marks in the game.

Mark Fumbles - 60-65/65-70 - Again to try to reduce the number of contested marks (a higher number means more fumbles contrary to what was posted above). User is set lower because we still seem to fumble more marks when its equal.

Spoiling - 95-100/95-100 - Same as above in marking boost, potentially have user lower so CPU game plan of bomb to packs isn't nullified.

Speccy rate - 45/40 - CPU seems to do this more often when equal. At 50 seemed to be too many (2-3) per game.


Attributes

Rucking - 47/53 - CPU seems to dominate the centre bounces but you dominate around the ground (maybe just the ruckman I was using - Stefan martin). These numbers were getting it closer to equal overall.

Run Speed - 0/0 - Plays completely fine and feels like its lowering some of the RNG mechanics in the game.

Handball Distance - 60/55-60 - really we need a handball accuracy slider but increasing the distance did appear to make it the handball somewhat more useful and hit targets more.

Smothering - 50/50 - Could be lowered as guys seem to kick into the mark a bit.

Endurance - 50/50 - Haven't tested (not sure how one would)

Fatigure Rate - 50/50 - As above

Fending - 50/40-45 - AI seems to do them more then you when equal

Tackle effectiveness - 25/25 - controls how many hit-outs you get. these numbers seem to work.

Kick Power - 55-60/50 - Despite kicking around the ground seeming a little short (and tall forwards set-up out of range alot of the time) I had been unwilling to put this up as you can kick set shots easy from outside 50 (set shots seem to be further then regular kicks). Now that we play on from set-shots happy for it to go up, will need to test what number is suitable though.

Tagging - 0-10/0 - Helps get the uncontested marks numbers up and seems to play normally. Can be patient and wait for the open man and work it up field. AI has a much easier time locating that open man so could boost user tagging but not a must. Hopefully dissuades the AI from bombing to packs all game


General

Wind Impact - 50/NA - untested

Tackle Distance - 30-40/25-35 - If this is too high, you will get out ahead of a defender on the sprint and once you press kick he will teleport chase down tackle you and stuff your kick. User a little higher as our reactions and fine motor skills worse then the AI.

Hip and shoulder distance - 40-50/30-40 - AI seems to do this alot more succesfully then you do when the sliders are equal.

Injury Frequency - 50/50 - untested

Injury Severity - 50/50 - untested


Umpiring - Once you get the tackle numbers even using the other sliders the frees come out pretty even. Potential to make it so AI is called for more frees but I have no idea whether this is moving User or CPU sliders up or down.

No Prior Opportunity Time - 55/55

Throwing the ball - 50/50

Holding the ball - 50/50

High Tackle - 50/50

Push in the back - 50/50

Charging - 50/50

Off the ball - 50/50


AI Tendencies - These seem to have the most impact on how difficult the AI is (more so then the actual difficulty it kinda seems)
Play on - NA/50-60 - Pick your poison. Do you want the AI to bomb it to a pack, or do you want the AI to play on and miss a handball. Keep it around default for now.

Tackle Reaction - NA/50-60 - With tagging low keen to push this above default. Still testing and may go higher still.

Pressure Awareness - NA/50-60 - This may be the true 'difficulty' slider. May also solve our AI bombing it to packs all game. Have pushed above default and may go higher still with some testing.

Tackle Avoidance - NA/50 - Havent done to much with this. One to tweak to get the tackle stats to match up.

Ball tapping 0-50/0-50 - Went as low as 0 to try to increase contested possessions but as above that was futile. Played pretty normally at 0, but it also does at 50. Not a super important one.

Stay on man - 50-100/50-100 - Setting this too low means the second you break a contest or string together a handball the half backers will shoot off their men, giving you uncontested marks inside 50. Also worth having it high with tagging low. Seems to play fine at 100, as FB left the FF in square to contest a shot when I got to about 30 out (no earlier).

Will hone in on some better numbers over time hopefully. Would also love to know what people have been doing for some of the other settings. Constantly been switching camera angles and I think I'm at Dynamic Far now. Also gone to manual switching over semi or automatic. A player set would be a great help as there hopefully can do things that sliders can't (decreased set shot accuracy, increased handball accuracy, more discrepancy in speed, kick distance)
 
I literally turned all the free kicks down to zero for a bit or realism. Holding the ball, throwing the ball, charging etc..


Perhaps worked for charging and off the ball, but for everything else it has made absolutely zero difference. It's like the sliders didn't do anything.

The AI, or myself still literally have 0.245 seconds to dispose of the ball before its called holding the ball.

I've had times where I havent even received the footy yet, I'm literally spamming triangle or whatever, and the AI auto tackles me instantly for holding the ball.


In real footy, prior opportunity is a few steps or attempting to break a tackle, but in this it's whatever dice is rolled in their formula.
 

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