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Originally Posted by NDAlum |
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People probably thought the 50 yards was an exaggeration...
Well sadly it's really not
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I think to me, the bigger problem here isn't the fact that the QB is taking off running, it's that the WR's are 40 yards down field, the D has drifted back with them. To me, that's simply too much time. So, either someone on the D should have gotten pressure, or beaten an OL by then, or the QB should have made a decision. It simply looks like no pressure has gotten there, so with a long 3rd and 25 in the first example it's almost like nothing has triggered the QB to move.
The 3rd and 3 example, that one bothers me. Clearly he's got to take off for that first down there, not throw it away. I wonder if the User's initial failed attempt at the sack messed with something there. The QB reacts by rolling out, which is nice (although it should have ran for the first right there) but then as he rolls out, likely to get the edge and run for the first down the User peels off the DE to try and hit the QB which prompts the throw away, as opposed to tucking and running. It's like it didn't anticipate the pressure since the man was being blocked, but once the user creates the threat there, off went the ball.
I play as a DL most of my time in Madden. Last few years, I've found that's a mistake. I feel like the AI OL, gets a boost when you play along the DL so you can't take advantage of any exploits and always get to the QB. Maybe it just feels that way because I'm... crazy? I don't know, but something seems different about playing D when I'm a DE or DT, as opposed to a LB/DB, it seems to change the blocking of the OL, and effectiveness of the AI QB.
There's always going to be that difficulty too I think, because the system has to try and react to the unknown, which is the control of the User. That, I can understand to a degree.
It's the CPU vs CPU issues that really bother me though. I just wonder how much of it is done to prevent players from getting angry about getting beat by a QB taking off and running. I also wonder how much of it is prompted by User error. I've seen a lot of examples in these videos of User controlled players, not playing their assignments and being out of position which of course also throws off the AI's decision making. User control seems to have that effect on the AI, and sometimes, as I said earlier it seems like the AI gets a boost in some area's to prevent it.
I guess what I'm trying to say is, we can all look at it as an issue, but I think it's quite a bit more complicated to fix. Sure, we look at it as if it's a real NFL game, and NFL player who should make that decision. Lets not forget though, this is a video game based on code so what's common sense logic to us as humans, is much more difficult to replicate through code in a video game, that also has to account for the actions of the human controlled players.