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Kodos
07-29-2004, 03:27 PM
Link. (http://www.maddenwishlist.com/editorials/madden2005.php)

Hands-on Madden 2005 Info -- 7/28/2004

Thanks to EA's Madden Community Leader program, the Madden Wishlist received a copy of Madden 2005 today. I'm going to try to post info as often as possible, but obviously I'm interested in playing. :-) I do plan to update this at least once a day, and I'll include timestamps to let you know when I wrote the update. You can go to the most recent update by clicking here.

If you have questions for me, I'll do my best to answer them. You can send them using this form.


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First post: 7/28, 6:00pm

So far I've mainly just been playing franchise mode. Later tonight I plan to re-run some gameplay tests, such as player speeds, QB accuracy slider affecting throwing power, player sizes, deep throwing percentages, blocking sliders affecting holding penalties, bump and run, etc.

So, I simmed through a season just to get to the offseason, and for the most part I was pleasantly surprised.

First is player retirements, pretty standard from last year. I didn't see anywhere to talk a guy out of retirement (ESPN has this feature, for what it's worth) but I wasn't particularly looking for it at the time either.

The added step this year is Restricted Free Agents, which comes after player retirements. RFA's are somewhat true to NFL form, with a couple of key differences. In the first stage of the process, you tender an offer to your player -- it can be one of three values. Depending on your choice of tender level, you'll get something different in return if another team signs your player. If you offer the lowest tender, then the compensation is a pick in the round that player was drafted in. The middle tender will get you a first round pick if another team signs the guy, and the highest tender gets you a first and a third. The tender amounts *do* increase in each year of franchise mode -- nice attention to detail on Tiburon's part. You are NOT able to offer a contract besides the one year offer, which is somewhat realistic, since most players at that stage aren't interested in longer contracts because they want to test unrestricted free agency the year after that.

After a minute or so, the CPU teams decide which of their players they want to tender offers. On those players that are given tenders, you can make a contract offer. (If they aren't tendered an offer, they become free agents, and you can make offers on them -- after the draft, of course.) But here's where the system breaks down, pretty severely. The problem is that players will take literally any offer you give them -- even if the amount you offer is less than their RFA tender from their current team. And, the current team -- or any other for that matter -- can't outbid you. So, once you make an offer, that's it -- he's yours. I'm assuming this applies to your own RFA's as well -- that you can't outbid any offers -- though to this point no other team has taken one of my players.

CPU teams seem slightly unintelligent about which RFA's they sign. One team took another team's 90 rated FB, and if I remember correctly, he had the high tender on him -- or at least the middle tender. And a first round draft pick is way too much to be giving up for any FB. I'll have to look into this more though.

After RFA's comes "resign free agents". It's essentially the same as last year, but morale plays a small role now. If you give a guy a low contract offer, his morale will drop. But this isn't implemented terribly well, since you have to make literally 20-30 offers before it has an appreciable change to his morale, even if those offers are ridiculously low. Remember, the Patriots pissed off Ty Law this Spring with just a single weak contract offer -- and it wasn't even all that weak of a deal, either. After those 20-30 bad offers, the guy's morale will be so low that he'll refuse to resign. It's not perfect, but it's at least a step in the right direction though.

Morale doesn't seem to play much of a role to start negotiations off, since so far for me, all players have had their morale at least 80% or so -- I've only seen one exception to that so far. That's fairly disappointing, since most players in real life will probably at least want to test free agency.

Furthermore, contract negotiations are made even easier by an "interest meter". So, when it comes down to it, you really don't have to worry about suffering hits to player morale, since you just put the contract at a value that he finds acceptable before you make the offer. So, the interest meter really removes any challenging aspect of negotiations that were added by the morale considerations. There should at least have been an option to remove this thing. Luckily a piece of paper covering the upper left corner of your monitor should probably suffice. (It's worth noting that ESPN has this feature as well -- negotiations are about the same in both games, in fact.)

Franchise tags were also added, which just amounts to paying the player a ton of money for one year. You can NOT adjust the "load" of the contract -- contracts are all back-loaded as they were in 2004.

So, in the end, contract negotiations took one step forward, and one step back. It's not any more challenging than 2004 was. For 2006, they need to get rid of the "interest meter" altogether (or, again, at least make it optional), also have morale be lower to start negotiations (prompting some players to want to test free agency from the start), and make morale take a bigger hit depending on the contract offer. It's disappointing, because clearly the technology is all there for them to do this, it's just a matter of tweaking some parameters.

Ok, so that was all a bit of bad news. Get ready to be happier though.

The draft in Madden this year is awesome. Simply awesome. So awesome, in fact, that I'm hesitant to write about it, since it's probably better that you realize it in all its glory for yourself. So, to that end, I'm throwing in a lot of white space after this paragraph, and also when I'm done discussing the draft, so you can skip this section if you want. But, I'll say this much: If you're a franchise player, Madden 2005 is worth having for the draft alone. Simple enough?

























Ok, so I guess you decided to read about the draft. Don't say I didn't warn you.

First comes draft scouting, which is pretty much the same as last year. They did add "Top 5" and "Top Ten" designations though, which is a great touch. It's wonderfully implemented also, since those top guys, of course, don't necessarily go in the top. In the one draft I did, I saw one "Top Ten" guy fall to #22 -- Kenechi Udeze, anyone?

Next comes the draft. There are three speeds to the draft, and you can easily toggle between them with L2/R2 (perhaps too easily, in fact, since an accidental bump of the R2 button starts the draft on high speed). "Fast" is like last year's draft, everything just goes whizzing by. On "Medium", there are about 10 seconds between each pick, which lets you determine if you want to trade up or not. On "Slow" there are about 30 seconds between picks, giving you even more time to look around. You can effectively pause the draft by going to look at your rosters or by trying to work a trade.

While each team is "on the clock", you can scout who they're likely to pick using the right analog stick to scroll through information. It tells you what their team needs are at 2-3 positions, and also gives you the top 5 players they're likely to pick. They don't always pick from that bunch, though they usually do, and they don't always pick the top guy. Again, fantastic implementation. When it's your turn to pick, a draft advisor will tell you which player s/he thinks you should take.

As you probably already know, the CPU does trade during the draft. This is also fairly well implemented. There aren't too many trades, in fact, in the draft I did there were only two. But this is fairly realistic. Draft pick compensation from RFA's facilitates the trading process a bit, since two low 1st rounders are about equal to a upper-middle 1st rounder. So far I haven't had any trades offered to me, but as I said I've only done one draft. When a CPU trade happens, it notifies you by popping up a box on the screen.

The problem with having a dearth of players at WR and HB in later rounds seems to be completely solved in Madden 2005, which is tremendous. You don't have a huge run at WR and HB in the first round anymore, even though the number of players is about the same. After the draft is over, the game assigns "draft grades" for each team to tell you how they did in the draft, though the implementation here was not very good, since every team gets a grade between A+ and A- -- apparently grade inflation has found its way into Madden. The human teams do not have a draft timer (ESPN does have this feature), but there is a draft ticker like you see on ESPN the network during the real NFL draft, telling you who's been picked, and which teams have picks coming up.

All in all the draft was completely redone and it's truly fantastic. That said, it's not perfect.

First, a minor complaint -- the draft pick order is not correct; it's the same as it was in 2004. Here's what the draft order should be. Second, CPU teams seem much, much, much smarter about drafting based on need, but there are still some anomalies. The Lions had the top pick in the draft and took a QB despite having Joey Harrington (82 OVR, 24 years old or so) as their starter -- though to their credit, the guy they picked came out an 84 OVR or so.

Third, a more serious problem -- draft trading is still too easy. After simulating a few seasons, the Browns gave me the 6th overall pick for Drew Brees, rated 89 OVR and 31 years old. Also, in trading picks for picks, vertical trading is favored -- it's too easy to move up, but not easy enough to move down. I was able to snag the #1 overall pick for the 19th overall pick, the 19th pick in the 2nd round, and the 6th pick in the 3rd round. That's quite bad. Tiburon needs to look into using a more realistic draft pick trade value chart in Madden to rectify this problem. Any NFL GM who traded away the top pick for the garbage listed above would be unemployed at the end of April.

Finally, though the listing of speculative draft picks is terrific, I wish they'd have let us see the speculative picks for the next 3-4 teams making selections. Realistically speaking, if a team ahead of you is interested in a player you also want, they probably aren't going to trade down so you can move up and take him. You would probably have to trade with a team that's a spot or two higher than the team that's going to take your guy. But, this is another minor complaint.

After the draft you sign your picks, like in 2004. Not much change here, but you can not sort columns anymore to see who's your best overall, fastest, etc. Nice cheat in 2004, gone in 2005. ;-)

All in all the draft is really amazing in Madden 2005. As I said, not perfect, but still very, very well done.









Free agency comes after the draft again. Of course, most of us don't like it this way, but it is what it is. As advertised though, free agency is much harder this year. In my first free agency attempt, I was in need of an LE, and Michael Strahan came up in the lists, so I decided to target him heavily. I put in an initial bid, and after the first day passed, three other teams put in offers that exceeded mine -- not necessarily in terms of money, but more so in terms of team prestige and other factors. In fact, they overwhelmed me so much that no amount of money would sway him and I was forced to look elsewhere right off the bat. Fantastic! Player personalities really play a substantial role here, and at least at first glance, free agency was done very well this year. Kudos!

That pretty much covers the off-season. There were a few other franchise mode features of interest that I noted. In particular:

It doesn't look like you can turn off owner mode this year, which pissed me off. That said, I haven't touched any owner mode settings at all and it doesn't seem to have mattered much -- the CPU management is making me money and I'm nowhere near in jeopardy of losing my franchise.
Roster requirements are a lot looser this year. There's a minimum number of players you need, and then a minimum number of active players that you need, so guys on IR or guys holding out (which, by the way, I haven't seen any of yet, which is a bit distressing) do count somewhat toward roster requirements. The numbers are also lower in several categories -- you only need two QB's, 4 CB's, 4 WR's, etc.
CPU teams appear to play a bit tighter to the cap this year than last, but they still have lots of open space.
Cap penalty logic is still wrong -- if you cut a guy during the season in the last year of his contract, you take the cap penalty on THAT year's cap, NOT next year's as it happens in Madden 2004/2005.
And finally there are a few other points too major to get buried in a bullet point.

Progression is a lot different this year -- I have yet to get a handle on it fully. Players don't progress much at all at the end of the season, and instead progress during the season. You don't really see guys bottoming out anymore if they aren't starters -- at least at the WR and HB positions this is true, where the problems were largest last year. In general there seems to be a lot less movement in the ratings. Then again, Drew Brees did get up to an 89 on my franchise. The problem of certain positions exhibiting rating inflation (LB, FS, SS) and others exhibiting rating deflation (HB in particular) seem to have been worked on and perhaps solved. I've simmed through 7 seasons to check for this, and so far so good. I'll keep you all posted on that.

The Radio Show is actually nicely done -- better than I expected. It's actually somewhat entertaining, and hasn't realy annoyed me yet. :-) I can't really say the same for ESPN's Sportscenter and Halftime shows -- they don't add much to the game after you've seen them a few times. Bruno's show runs for about 5 minute segments between weeks, and comes on automatically. So, with 30 hours of recorded time, you can probably play for a good five seasons of franchise mode without hearing a repeat -- and after that, you probably wouldn't remember it from the first time anyway.

Lastly, I hate to end on a bad note, but this issue was too huge not to emphasize. Despite my better efforts at persuading the Tiburon staff otherwise, the cap space took a huge step backward this year. Last year the cap increased in the first few years by 10%, 9%, 9%, 8%, 8%, and 5% every year afterward. This year it's appalling -- 18%, 18%, 16%, 10%, 8%, 4% -- after that I haven't tested it yet. The real life cap increases at about 6% each year. It's possible though that contract values increase a lot more than they did in year's past, so I should check that out before getting all worked up over this. Here's a table that gives the cap values in Madden 2004, Madden 2005, and in real life:

Year Madden 2004 Madden 2005 Real Life (6%)
2005 88.55 95.00 85.33
2006 96.52 112.09 90.45
2007 105.21 130.02 95.88
2008 113.62 143.02 101.63
2009 122.71 154.47 107.72
2010 128.85 160.65 114.19


Perhaps a good note: ESPN's cap is arguably more screwed up -- it only increases by about 1% each year.

Ok, that's all for now.


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7/29, 7:00am

Just a few notes to start off the day.

I simmed through another first season, trying to pay particular attention to the e-mail part of Storyline Central. I still didn't really get any disgruntled players -- maybe Green Bay is just a great place to play, who knows. The e-mail system is fairly good. It's not anything spectacular, but it's a nice interface for finding out about your team.

Simmers will be happy to know that injuries in simulated games are about the same as last year. I have yet to find out how injuries in games are, though Tiburon say it's unchanged from last year.

A few things about franchise mode that I forgot to mention yesterday:

CPU teams are much more active in free agency during the pre-season this year, though not as active as in ESPN.
2nd day picks in the draft are essentially worthless as far as trade value, which is not quite realistic. I tried to move up 4-5 spots in the 2nd round by throwing in my 4th round pick, and nobody would take it, even though the trade value chart says that's a good trade.
While other teams are picking their players, you're not able to see your scouting notes from the main drafting interface. You have to stop the draft, go out to the main draft menu, and choose a special interface for looking at the draft results from the draft scouting. This whole process could be a lot cleaner and more user-friendly.
You can change the length of a contract offer in free agency, i.e., if some team bids on a guy first, you can offer him a longer or shorter contract on a subsequent bid, which you couldn't really do in 2004.
So far I've only seen picks for picks draft trades, no picks for players.
I started testing game play a bit more as well. Here are a few things I noticed:

Player speeds are the same as last year. I'm not too happy about that, but I expected it.
As a result, in my initial testing, it seems that sweeps and tosses were about as useless as last year. I didn't test counters yet, but my guess is it's no better. Rhetorical question to EA and Tiburon staff: How can you expect a blocking play to work when the blockers are too slow to get to their assignments? This problem isn't going to go away until you guys -- at least in an optional menu -- fix the player speeds. I'm going to test this more, and try to do a more rigorous comparison to 2004, but don't expect much from the outside running game this year.
The coverage audible behavior from 2004 was retained in addition to the player-specific coverage audibles, which is really good. So, you can still press ALL your DB's with two button presses like last year, or you can press your guys individually. Very nice -- I was worried that they may have taken that out.
I tested bump and run a little bit. It does seem that size plays a bigger role this year, but not much of one. In fact, bump and run results seem almost random this year. But, that said, that's a huge step up from last year, since last year it seemed like given any two players, you'd always get the same exact result. Ultimately it was the fact that the bump and run was 100% predictable that made it subject to abuse. So, it's an improvement from last year for sure. How much of one remains to be seen.
Finally I tested out the QB accuracy slider a bit, to see if this problem of the QB accuracy slider affecting throwing power got fixed. I'm still a little unclear on this. It seems like it has kind of been fixed, but the behavior of this slider is even more screwy. It seems that there are essentially two possibilities for QB accuracies: either the pass is dead-on-balls accurate, or it's 15-20 yards off target, literally, with very little ground in between. And adjusting the QB accuracy slider simply changes the frequency of passes in either category -- lowering the slider just gives you more passes that are way off target. This implementation seems awfully suspect to me. I don't see why we can't have a continuous range of possible "ball landing locations". As we turn down the QB accuracy slider, we should then see fewer passes be dead-on, or as I wrote in our passing article, the "typical radius of accuracy" would increase as you reduce the QB accuracy slider. But this all-or-nothing approach to pass accuracy has to go. But, all that said, it does seem like you can reduce accuracy this year without it screwing up the deep passing game.

That's all for now. More gameplay notes later today.


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7/29, 9:20am

This morning I decided to test out this alledgedly improved DB AI. Frankly I was highly skeptical, but after testing it out, trust me, believe the hype. The DB AI, at least so far as I can tell, is truly excellent in Madden 2005.

If you've been to this site before, you know that we've written some pretty scathing articles criticizing Madden. So, the opinions you see here are certainly not the consequence of a Pro-Madden bias. In fact, quite the opposite: I honestly expected Madden to be subpar and overhyped this year. But so far, it seems like I was quite wrong.

I ran a very simple test -- I went into practice mode, snapped the ball from the 50, and threw a fly/go route from Favre to Donald Driver. I tried to throw the ball when Driver was on the 30, so he caught it around the 10 or so. I did this on three difficulty levels -- Pro, All-Pro, and All-Madden, and against various combinations of coverage.

First I wanted to test the "shutdown corners" that have been touted in recent months. Shutdown corners in Madden, you say? Yeah, right. I ran "Man 2" with the Broncos, so that Champ Bailey and John Lynch were double covering against the deep pass. Pretty good coverage team, huh? I did 30 pass attempts on each difficulty level, and here were the results:

Result Pro All-Pro All-Madden
Catch 9 0 0
Deflection 12 29 29
Missed Throw 2 0 0
INT 0 0 1
Drop 2 0 0
Dislodge 5 1 0


Wow -- that's a drastic difference from Madden 2004, where passes were completed into double coverage against the best DB's all the time. On All-Madden, Driver never even gets his hands on the ball. Obviously there's a dramatic difference in difficulty level as well. The reason is that the DB's get a lot smarter as you move up in difficulty. They position themselves a lot better, and they make more intelligent plays on the ball. In double coverage, you'll often see one guy play the ball (namely, the CB standing in between the WR and QB) and one guy play the man (namely, the safety playing between the WR and endzone). There's no chance in hell he catches the ball against good players here.

Next I let Bailey play bump at the line, and threw into single coverage against Lynch. Otherwise everything was the same.

Result Pro All-Pro All-Madden
Catch 23 12 13
Deflection 5 9 12
Missed Throw 0 1 0
INT 0 3 1
Drop 0 3 0
Dislodge 1 3 3


Several things to notice here. First, there's obviously a huge difference between single and double coverage, and again, a huge difference between Pro and higher difficulty levels, though not much difference between All-Pro and All-Madden. These numbers seem quite reasonable to me -- Favre and Driver are obviously elite and very good respectively, and Lynch is not known as a very good cover guy. On the higher difficulty levels, the pass is completed about 42% of the time.

An important new feature this year is an animation that allows safeties to make a play on the ball even after they get turned around. They slow down a bit, reach back, and knock the ball down. Of course they don't do this always, but in Madden 2005, safeties were pretty much useless once you got them turned around and out of their backpeddal. Not the case anymore in 2005.

Next I wanted to do the same test with average coverage players. I found the Browns had two 85 rated DB's on that side of the field, McCutcheon and Griffith. Here are the double coverage results. I didn't test All-Madden here, because I was getting sick of running these tests, and All-Pro and All-Madden seemed pretty similar anyway.

Result Pro All-Pro
Catch 15 4
Deflection 8 25
Missed Throw 2 0
INT 0 0
Drop 2 0
Dislodge 3 1


Note that here -- against average coverage -- Driver catches 15-20% more passes on both Pro and All-Pro compared to his stats against Lynch and Bailey. In particular, he actually *caught* passes against the Browns on All-Pro, whereas Bailey and Lynch shut him down completely.

Repeating the same single safety coverage test with Griffith, I found the following:

Result Pro All-Pro
Catch 24 17
Deflection 3 9
Missed Throw 1 0
INT 0 0
Drop 1 1
Dislodge 1 2


Again Driver fares significantly better against Robert Griffith than he did against Lynch.

All in all, this is extremely impressive -- shutdown corners, at least in this one test, actually do shut down, higher difficulty levels really step up the Artificial Intelligence, and percentages in double coverage come down significantly. I'd like to get a better feel for the passing game before concluding that Madden's passing troubles are over, but I have a feeling that ESPN fanboys -- if they aren't converted by this alone -- won't have much room for argument this year.

A few other things I noticed while running these tests:

Defensive pressure on the QB is much greater in 2005. I cranked pass blocking all the way up when running these tests, and it often happened that I got sacked before Driver got far enough downfield (those data points were subsequently discarded). In particular, RE's seem a lot better at getting around their man and getting to the QB. This has been a big complaint in years past, and it may have been fixed in 2005.
It seems that the CPU does simulate the hit stick. If not, then maybe hits in general are just a lot bigger this year. In any case, Madden 2003/2004 look like high school ball compared to the hits delivered in this year's game.
Despite having not tested it extensively, I can already tell that bump and run is much improved. Champ Bailey kept Driver at the line for a long time, whereas McCutcheon couldn't really contain him with the bump very well.
I'd like to get some actual games in rather than this testing stuff, so I'm off to do that.


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7/29, 12:06pm

Just finished my first full game of 2005, 15 minute quarters, accelerated clock ON, on All-Madden. Sliders were all set to default, except penalty sliders, which were nearly maxed out.

So, just to give you some perspective, I'm not a Madden lightweight. I probably win 90% of my games online, I run the ball heavily, and of course I can prety easily dominate the CPU in Madden 2004. Not trying to brag, just trying to give you some perspective on what I'm about to say.

I got destroyed in this first game of 2005. I played as Green Bay against Carolina. Here are the box scores:

Stat Panthers Packers
Score 40 10
Total Offense 471 261
Rushing Yards 212 57
Passing Yards 259 204
First Downs 23 14
Turnovers 0 2
3rd Down 52% 21%
TOP 37:25 22:35


Several things to note:

I got crushed.
Those 57 yards of rushing I got are quite deceiving. 56 of those came on two plays, one of which was a 42 yard run. So, take out those two plays, and I had all of one rushing yard on 22 attempts.
Favre was 17 for 39, averaging 5.6 yards per attempt, and 13 yards per completion. This was really good to see, because this was the one stat that I could never get low enough in Madden 2004. Obviously this is only one game, but it may indicate the need for a stronger emphasis on a short passing game.
There were 145 plays run total; the NFL average is about 125 plays total. So, 15 minute quarters is probably again too long this year -- 13 minute quarters should be more realistic.
Note how the CPU racked up a ton of rushing yards, and totally dominated time of possession. That would never, ever happen on Madden 2004. So, it seems like the CPU's inability to run the ball has largely been solved.
There was not a single injury all game long. That's not good.
Now, I say this all with the following grain of salt: This is my first game of 2005. It's very possible that it may get substantially easier once I get better. But, it seems plausible that the sliders can be adjusted to the point that it will always be challenging. Also, if you happened to struggle against the CPU in Madden 2004, don't worry -- 2005 will still be playable, you should probably just start on Pro level, and perhaps also adjust the sliders. I'm confident that this year's version won't scare people off from being too difficult.

A few other observations from the game:

Defensive matchup screen won't let you put an LB on an HB. ESPN does let you do this. Neither game lets you assign a permanent QB Spy.
The crowd is much improved in 2005. It actually knows who the home team is. One thing that's cool is that it seems to be able to sense a big play happening -- like, DeShaun Foster broke a big run on me, and the crowd seemed to react once it became apparent that he was going to score, but prior to him actually scoring. They boo, both away team scores and also home team blunders.
CPU still has poor clock management. At the end of the game, they could have just let the clock run out, but they kept calling plays with 15-20 seconds left on the play clock.
Blitz lines are still poorly drawn. When you blitz the nickel CB, for example, he runs right at the LT rather than around him toward the QB, still, just like he did in 2004. Madden 2003 got this right, so it's unfortunate that EA/Tiburon doesn't want to fix this. Essentially it makes CB blitzes not very useful. We should be able to blitz these guys effectively -- the offense should have to counter either by getting the pass off quickly, or keeping an RB in to block. (As a sidenote, fixing the speed problem, ahem, would give the QB more time to pass without having to make the CB run directly into the LT.)
I did see one false start, but only one, and it was the CPU team. No holding penalties at all, even though the holding slider was set to about 90%, and there were a lot of running plays. One other face mask penalty or something. Two penalties all game long -- not good.
That's about all for now. Stay tuned, more later.


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7/29, 2:09pm

Played a second game against the Bengals, still on All-Madden, still on default sliders, but all penalty sliders are maxed out now.

Did a little bit better this time. It would have been closer had I not shanked 2-3 field goals. The kicking meter is a lot slower in 2005, and that takes some getting used to. My biggest problem now is that I'm finding it impossible to get any pressure on the QB with my front four. This is a standard problem for the Packers, but all the same, I control DL's manually, and I'm pressing all kinds of buttons and nothing's happening -- my guys just stands there. It's kind of weird. But, it might be a reminant of having played ESPN for the past week, where R2 does a spin move, and it's the most effective DL move in that game. I'm not sure R2 does anything in Madden, and I might subconsciously just be wailing on R2 to no avail. Anyway, here are the main stats:

Stat Panthers Packers
Score 40 20
Total Offense 444 332
Rushing Yards 126 181
Passing Yards 318 151
First Downs 19 14
Turnovers 1 2
3rd Down 36% 38%
TOP 29:29 22:31


Rudi Johnson averaged 4.0 ypc on 30 carries on me, which is great, and Ahman had 170 yards on 25 carries, including a 74 yard run. Without that 74 yarder, he averaged 4.0 as well, which is pretty realistic. Favre's passing still sucks, but it's just a matter of getting used to the new passing game. Again they beat me on TOP, which is awesome.

I saw two injuries in this game, one where the guy came back, and one where he was out for the game. So, I'm holding out some minimal hope that playing out games in franchise mode may actually be worthwhile since there just may be enough injuries.

I also saw more penalties in this game -- two holding, three false start, and a couple of face masks. Unfortunately they seemed to have ramped down holding significantly, because there were a lot of holding penalties called last year with maxed slider, and there are just not very many at all this year with the slider maxed. 120 plays in this game -- again, on 13 minute quarters -- which is fairly close to the NFL average.

Going to go test out the simulation engine now...

Franklinnoble
07-29-2004, 03:59 PM
Roooooxxxxxannne.....

Kodos
07-29-2004, 04:01 PM
I always leave the red light on for you, big fellah.

Maple Leafs
07-29-2004, 04:44 PM
So, just to give you some perspective, I'm not a Madden lightweight. I probably win 90% of my games online, I run the ball heavily, and of course I can prety easily dominate the CPU in Madden 2004. Not trying to brag, just trying to give you some perspective on what I'm about to say. I hate guys like this.

Seriously, it seems like every year Madden tries harder and harder to provide a good challenge for these hardcore players who spend every waking minute playing the game. Meanwhile, averages guys like me who just want to kill an hour after work can't get into the game because it's freaking impossible.

Sliders help, but it would be nice some year to see EA focus on gameplay for the rest of us and not worry about the pimply-faced kid with the Madden fan site who has every nuance memorized.

VPI97
07-29-2004, 05:01 PM
So, just to give you some perspective, I'm not a Madden lightweight. I probably win 90% of my games online, I run the ball heavily, and of course I can prety easily dominate the CPU in Madden 2004.Sounds like someone needs to get online with NCAA 2005 so they can face me and get their ego in check. :)

Kodos
07-29-2004, 05:04 PM
Sounds like someone needs to get online with NCAA 2005 so they can face me and get their ego in check. :)

Keep in mind, it was the MaddenWishlist guy saying how good he is, NOT ME! I'm very average. I don't totally suck, but I'm not dominant either. Well, except against primelord...


I played some NCAA last weekend and didn't fare that well. I lost all but one game, which was just the OT challenge.


Here's a link to my 2005 stats. (http://www.easports.com/games/ncaa2005/onlineplay/statbook/home.jsp?playername=Kodos&platform=ps2&server=ncaa2005) Most impressive! ;)

MizzouRah
07-29-2004, 09:53 PM
As usual, some things work great, others poorly implemented. Can we ever get a FULL package from a console sports game?

I'll give it a go and see which is the lesser of two evils.


Todd

Francis_Cole
07-30-2004, 07:34 AM
they've lowered the roster requirments a bit.. but still i don't know why they have an option to turn it off completly..

Kodos
07-30-2004, 12:21 PM
More:

7/29, 6:11pm

Just a few quick notes...

First, the simulation engine hasn't been fixed at all. There are still some problems with it, which we listed here. Unfortunately this gives franchise players the dilemma of choosing between slightly unrealistic game play, or stats that aren't commensurate with the simulation engine. Not a huge deal, but nevertheless, I had hoped they would have fixed this.

The commentary is pretty much exactly the same as last year. Don't expect many surprises.

I'm having a lot of problems with the pass rush, still. I'm not sure I understand the DL moves at this point -- they seem different from last year. In particular, last year we had swim left/right, and rip left/right, but this year...well I'm just not sure. The manual is a bit lacking here. But it does seem like they paired down the DL control a fair bit.

I'm getting a bit worried about the running game. Big plays in the passing game have been significantly reduced, down to realistic levels. But it seems like I get a big run at least once a game -- like, 30+ yards, often times 50+ yards. Perhaps sliders can fix this, but I'm going to have to keep my eye on it.

I'm very curious how injuries will play out in franchise mode, so I'm going to start up a franchise and start playing it out. Of course I'll keep you all updated.


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7/30, 7:38am

Lots of new comments this morning. Rather than just play random games like I was before, I decided to start a franchise. Here are a few more observations for you.

Calling audibles on offense has some differences this year. You can't call an audible until your players are lined up, so cheesers who call audibles right out of the huddle are out of luck. Second, the actual process of calling an audible -- or a hot route, for that matter -- takes a lot longer, because the QB goes through some new animations. So, it's going to be a lot harder for people to call 3-4 audibles at the line of scrimmage. You can easily get a delay penalty. Though, I have been playing with accelerated clock ON, which of course gives me a lot less time than people have online. Nevertheless, some of the cheese tactics brought on by the audible system will be rectified to some extent this year.

You can still advance a muffed punt this year, which I believe is against NFL rules, though I'm not 100% sure of this.

The rivalry games aren't really any different from the non-rivalry games, but they might have a greater impact on team prestige and player morale.

Before I made a comment that I was worried about the running game, that it seemed like I was breaking too many long runs. I think that was just an anomalous stretch of games, because I haven't had one of those in a while now. So far in three franchise games, Ahman's got about 50 yards, 130 yards, and 60 yards against the Panthers, Bears, and Colts respectively. Pretty realistic, I'd say. The CPU has run on me for about 50-60 yards a game, which is a bit worrisome since it had that problem last year. But, I haven't really played a big rushing team yet, aside from the Panthers. And the CPU passing game seems a bit too strong, primarily due to a weak pass rush. I've adjusted the sliders a tiny bit, and hopefully that will discourage passing and encourage running a bit more. I'm not too worried though, since I've already had some games where the CPU put up 100-150 yards rushing on me -- just not yet in this franchise.

Before I also said that the outside running wasn't much improved. After experimenting with it some more, I take that back -- at least in part. You can get some nice runs to the outside this year, but perhaps only on certain types of plays. I haven't tried it well enough to say if it's well balanced or not, but it is improved over last year.

I've been getting about 1-2 injuries per game now. Maybe 30-40% of these result in the player being out for more than just that game. Favre got knocked out for "1 week", but since the current week counts as one week, he didn't miss a start. An opposing player got knocked out for 7 weeks. Mark Roman got knocked out for a game for me. A handful of other guys missed a few plays here and there. On the whole, injuries still aren't realistic, but it does seem like there are more than last year. Whether it's enough to make franchise mode challenging remains to be seen, but it's possible that it can be fixed by hiring the worst possible training staff, or even just by editing your players injury ratings and dropping them significantly.

I realized that it's still possible to throw deep. Essentially, you can't complete a deep pass into double coverage on All-Madden. It just doesn't happen. But if your receiver has single coverage, his DB is playing him tight on the line, and your WR is a fair bit faster, you can lead him by pressing "up" and he'll catch it and probably score. But since this doesn't happen that often, I don't think it will be over done. You can use a similar tactic to complete flag routes against Cover 2, and you can probably split Cover 2 Safeties on a post route, though I haven't really tried, and those pesky linebackers still have some hops this year.

Come to think of it, that very fact might prove that All-Madden speed cheating is indeed gone as Tiburon has said. After all, if it were there, then the DB would always be faster than the WR. I'll have to look into this more.

It does seem like there are more fumbles this year. If I get better at using the hit stick and the new "R2" strip ball feature, there would probably be a few more even. I'm not sure that it's up to realistic levels yet, but it's better than last year.

My penalty sliders are cranked to the max, and there's nowhere near a realistic number of penalties being called. For what it's worth, the same thing happened in ESPN, and in fact in ESPN it was even worse, since I could regularly draw a holding penalty just by doing a swim move and letting the OL push me to the ground. That was a pretty severe bug in that game, Madden seems smarter than that.

I've probably played 6-7 games on All-Madden now. I have some pretty mixed feelings about the gameplay overall, and these thoughts are probably unique to the All-Madden level. The problem I have is that it seems like CPU DB's are making plays that my DB's just don't make. It can be really, really frustrating when the CPU completes a pass into nearly double coverage that you just know the CPU DB's would have shut down in a heart beat.

BUT, that said, I think after a while this will be a good thing. I think the philosophy on All-Madden is that you're expected to do more manual control of your DB's, which I just haven't done much at all yet. There's a new "Auto-Swat" feature that I guess makes ball swatting a lot easier; I think all you have to do is get your guy in position and press a button. So, the fact that the CPU DB's make more plays than your own CPU-controlled DB's should, in the end, result in an equal number of plays being made if you're able to start knocking down passes yourself. After all, if your own CPU-controlled DB's made all the plays that the CPU DB's made, then when you started making your own plays, it would tilt the scale unfairly. The upshot is, while this is frustrating me for the time being, I think it's just a matter of getting better at the game.

Furthermore, the fact the game is immensely challenging on All-Madden, really gives it an atmosphere that was lacking in previous Maddens. It really feels like every play is critical, every turnover can turn the tides of the game, that every drive matters. There's no such thing as "it doesn't matter if I get the first on this play, I'll get it on the next." That mentality is gone. If you've got the wrong defense on the field, you better be calling a timeout, or you're gonna get burned big time.

Will this suspenseful, challenging feeling last more than a few weeks? That I can't really say. So, the above two paragraphs are written with that caveat. It could be the case that the game is easily mastered and won't be very challenging a month from now. But, I'm inclined to say that's not the case. I'm playing on default sliders -- well, actually, the sliders are tilted slightly in my favor now -- so there's a lot of room to step up the challenge still.

As a final thought, a comment on Madden vs. ESPN: The more I play Madden, the more I want to play, and the more I like it. With ESPN, the more I played, the more problems I found with it, and the less I liked it. For me, that's pretty telling. ESPN has a lot of nice features, and does some things better than Madden. But on the whole, Madden is simply much better this year.

MizzouRah
07-31-2004, 10:21 AM
As a final thought, a comment on Madden vs. ESPN: The more I play Madden, the more I want to play, and the more I like it. With ESPN, the more I played, the more problems I found with it, and the less I liked it. For me, that's pretty telling. ESPN has a lot of nice features, and does some things better than Madden. But on the whole, Madden is simply much better this year.
After all the problems he writes about in his 'thoughts' on Madden, he makes a statement like this? Much better?

Maddenite...


Todd<!-- / message -->

FBPro
07-31-2004, 10:23 AM
Or maybe trying to be realistic, going over some of the areas he has concern about but his overall impression is a good one. Not saying everything is great.

TroyF
07-31-2004, 11:23 AM
Furthermore, the fact the game is immensely challenging on All-Madden, really gives it an atmosphere that was lacking in previous Maddens. It really feels like every play is critical, every turnover can turn the tides of the game, that every drive matters. There's no such thing as "it doesn't matter if I get the first on this play, I'll get it on the next." That mentality is gone. If you've got the wrong defense on the field, you better be calling a timeout, or you're gonna get burned big time.

Will this suspenseful, challenging feeling last more than a few weeks? That I can't really say. So, the above two paragraphs are written with that caveat. It could be the case that the game is easily mastered and won't be very challenging a month from now. But, I'm inclined to say that's not the case. I'm playing on default sliders -- well, actually, the sliders are tilted slightly in my favor now -- so there's a lot of room to step up the challenge still.

As has been said above, I hate guys like this.

I just want to play a game that has some sense of realism without a ton of button mashing. I like Madden's sprint button as opposed to the tap,tap,tap of ESPN, but I can't stand the NCAA/Madden feel of players seemingly being on roller skates.

I forget who it was, but in another thread I read where someone said ESPN was great at first, then annoying as you found the warts, then fun again once you accepted what you had. That pretty much sums it up for me. There are some problems, but the passing game is fantastic, the running game is more realistic than Madden (IMO), and I have a lot of fun playing the game.

I'll give Madden a rental, but I'm seeing the same complaints I've had about the Madden series in NCAA so I don't have any hopes that it'll be any better than before.

hukarez
07-31-2004, 01:18 PM
For the past couple of years, I've always bought a copy of ESPN and Madden. I think this year...I'm going to just break that cycle, save some cash. Probably wait for a used copy, or for when the price goes down - whenever that is.

Besides...$70 is not cheap for WITP. :eek:

Kodos
08-02-2004, 01:10 PM
7/30, 4:26pm

Played a few more games this afternoon.

First played the Giants, and should have won 23-20, but Eli threw a 70 yard pass (probably about a 15 yard pass + 55 YAC) on the first play after I took the lead with 1:30 left in the 4th. Oh well. In general the CPU teams aren't too successful throwing deep (neither are human teams, remember) but they seem to make an awful lot (sometimes 3-4 a game) of medium length receptions and then run for 20+ yards. Perhaps it's just a matter that I need to tackle better. Like last year, you can dive at guys or you can run into them and wrap up, and I have a tendency to dive, which isn't good.

Next I played the Titans. Actually, I played the Titans 3-4 times because I kept quitting because I was pissed that I was getting my ass kicked. I never did beat them; they're hard as hell to play. Eventually I just got so frustrated that I simulated through the week. In the simulation I won. :-)

After that came the Lions, and I started out just dominating them on both sides of the ball. I think I was up 21-3 at one point. But then I got careless and turned it over 3-4 times and before I knew it they were winning 35-21. You can not be careless in Madden 2005 on All-Madden. Turnovers will kill you. And every play matters -- so far, at least.

One thing that really impressed me about ESPN was that every team had a unique feel. Madden 2004 and prior were all pretty bland in this regard -- every team felt the same, just different names and uniforms. My first impressions of Madden 2005 is that this is very different now. Teams have very unique feels -- playing the Titans felt damn near impossible, but I wrecked the Lions (well, with the exception of my asinine turnovers). The Giants were good on offense, but bad on defense. Even individual players seem to be much different -- some CB's you can throw deep on, others you can't at all. It seems like you have to know your opponent better to exploit their weaknesses. It might even be true that the CPU tries to exploit your weaknesses on defense. Mark Roman seems to get a lot more balls thrown his way than Darren Sharper does -- but I might just be imagining that.

More injuries to report. Favre got knocked out in one of the games against the Titans. In the Lions game, Mark Roman had an injury that took him out for 10 weeks. He's got an 85 INJ rating too, so it's not as if he's a lightweight. So, I'll reiterate, injuries are not NFL realistic, they may not even be on-par with the simulation engine, but they do seem better than last year. I don't think I ever had a 10 week injury last year.

I had one game where the weather changed. It started out raining and then cleared up sometime in the first quarter. Though apparently the field was still wet, because water was still splashing up, which was an interesting detail.

I noticed something else about franchise mode that was awesome, namely, they got rid of "position parity". If you want to move your LT over to RT, he takes a rating hit. Similarly with LOLB to ROLB, LG to RG, etc. This should put a realistic barrier to team stacking, though of course it's a small detail. It just means that if you need an RT, you can't grab an LT to fill his spot.

Answer to a message board question: One game on 13 minute quarters with accelerated clock on takes about an hour, maybe a little more.

That's all for now.


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7/31, 11:23am

I played a couple more games this morning. First against Dallas. They have a really strong D-line, and it shows. I only ran for 31 yards with Ahman on 15 carries or so. I lost this game, got pretty well dominated. Final score was something like 27-10. Nick Barnett got injured in this game, out for 4 weeks. It's really starting to seem like they did fix the injury problem. Now I've got Barnett and Rivera (RG) both out for 3-4 more weeks. James Stewart (Cowboys must have signed him) rushed for about 130 yards on me.

Next I played the Redskins. They've got a much weaker D-line, and I ran for about 160 yards. Won this one, 28-20. It was evident in this game though that the CPU passing game is still too strong. I don't care how weak my pass rush is, how good Coles is, or how bad my coverage skills suck, Tim Hasselbeck should not put up 300 yards. I actually played this game 1.5 times -- the first game I quit after the first half, because Hasselbeck had passed for 277 yards already. So I turned down the sliders some. The Redskins played a lot like their real-life counterparts -- they probably attempted a 40 or 50 yard pass 4-5 times on me, and were successful once or maybe twice. Their weak offensive line also showed -- I got a lot of pressure from blitzing. In the half game I played, I forced Hasselbeck to fumble twice. QB AWR also seems to play a bigger role. Hasselbeck got blindsided a couple of times, whereas when I played Manning, he seemed to be much more aware of his impending doom.

I played around with the custom package system a bit. You can create "global packages" that apply to any formation, and also formation-specific packages. I made a Run Stopping package and used it a couple of times during the game -- it's pretty cool. At some point I have to get around to creating the Packer's running formation with an extra RT.

Oh, I think I forgot to say before, I'm in Week 8 or so now, and a couple of weeks ago I had my first in-season progression. It seems to work pretty well. I had a couple of guys gain 2 points OVR, a few more gain one point. Most stayed the same, a few lost a point. I guess there are two more times during the season that they'll do progession.


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7/31, 11:48am

A couple of things I forgot to say in my last update.

First, short yardage is much harder to come by in Madden 2005. If you've got 4th and inches from the other team's 20, just take the points. Otherwise, you're more likely to be sorry than not. If you do want to go for it, consider -- yes, actually consider an outside run, because the CPU is going to be stacked goalline against you. Also, 3rd and 3 is no longer a running down. You're not too likely to get it if you run and you're playing an average or better defense. Try throwing a hook, a drag, or out to the flat with your RB instead.

One concern I have for Madden 2005 is that my passing play calling is getting a bit more repetitive than I'd like. Since the deep routes for the most part are completely shut down, I end up throwing over the middle a lot -- lots of slants and drags. The flats are still very well guarded like they were last year, even in man coverage. So, throwing out routes is pretty risky...if you screw up, it's going back for 6 the other way. Timing is very crucial though. I think the key is that -- like in real life -- you have to throw the ball right before your guy makes his cut. If you throw after, and the DB has already turned around, he's like to pick it off or at least knock it down. Similarly on comeback routes. And again, just to remind you, I've only been playing on All-Madden so far. It could be that you get a bit more realism playing on All-Pro, as far as being able to complete fly, corner, and post routes, but of course, it's most likely less challenging.


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7/31, 6:00pm

Played a couple more games this afternoon.

First was against Minnesota, but before I played this one, I adjusted the sliders some. After the Tim Hasselbeck debacle, I knew I would bust a controller if I had to face Culpepper and Moss on those sliders. So I took CPU QB Accuracy, CPU Pass Blocking, and CPU Catching down a couple of points each.

In the first half, Michael Bennett wrecked me, putting up probably over 100 yards. Minnesota's passing game was struggling, but mostly because I overcompensated on the sliders, and receivers were dropping tons of passes. But it made me really happy to see that there was some point at which the CPU passing game was too weak, because it means that at some point in between it should be nearly perfect. I turned the ball over 3 times in the first half, and consequently I was down 28-14 at half, kicking to them. In the second half, I made my "Run Stopping" package my primary defensive line -- essentially taking out KGB, moving Hunt over to RE, and putting 330 lb Donnell Washington in at DT. This change made all the difference in the world, and Bennett was contained to only about 30 yards in the 2nd half. Between that and the help from the sliders :-), I was able to mount a comeback to win 35-28 (two more TDs, plus 2 FG's and a 2-pt conversion). Ferguson caught about 10 passes, primarily over the middle against the Vikings' weak coverage linebackers.

Second game was against the Texans. For the most part I controlled the game, but Dominack Davis did put up 175 yards rushing on me. He broke a couple of long ones. Ferguson was contained much better in this game though. I think this was largely due to Aaron Glenn, who had a couple of nice deflections that the Vikings just didn't make. Madden continues to make the case that individual players can really stand out in the gameplay. Also, I hit one deep pass to Donald Driver for about 60 yards or so, because he was one-on-one with a safety who was much slower. I also had Ferguson open on a deep ball over the same safety, but he dropped the pass. I think the final score was something like 34-24. For what it's worth, I'm averaging about 26 points a game on 13 minute quarters with accelerated clock. Packers last year averaged 27.6.

A few things about the gameplay that I noticed (or, really, re-noticed) that I forgot to mention before. First, the CPU still has a big problem with overcompensating to one side of the field or the other. It ends up leading to big runs sometimes. This logic was decent back when you couldn't use Playmaker to flip the side of the run, but it needs a serious overhaul to account for the fact that we can easily make the play go the other way. Second, in this year's Madden, the CPU will occasionally (a few times a game) overcommit in the vertical direction. They move their safeties up to the line, so if you can get past that level of players, it's a touchdown every time if you've got a fast RB. Not sure exactly what should be done about this, but it needs fixing. It's not an awful problem, but it does need attention. This is the reason I was busting out the huge runs mentioned above.

I wouldn't necessarily say that pinball running has been totally fixed. What happens instead is, the RB won't suddenly break out of the pile, and spring a 50 yard run. Instead, he just gets held up, and eventually someone makes a tackle. It does look a bit weak, but at least it doesn't screw up the gameplay like last year.

One added "feature" this year is LB's busting into the backfield to break up a running play. Say you've got the hole you're running through, and you're all set to go. Sometimes, right after the snap, the LB in that hole will just break through and stop you in the backfield. It may sound frustrating, but it's a nice addition -- adds some realism. It doesn't happen that often, maybe just once or twice a game.

I haven't said much about the hit stick, because I don't have much more to say that what's been said already. But, I will add that of all the times I've used the hit stick, I don't think I've caused a single fumble. So, I don't think it will become something that's subject to abuse and cheese play.

There's a nice new animation for possession routes, comebacks in particular. The CB will actually reach over the WR and knock the ball away. It may be an animation that only highly rated CB's can do, since I've only seen one (Aaron Glenn) do it. It's probably pass interference, but whatever. :-) By the way, I've probably played close to 20 games now, and still not a single pass interference call.

Another addition is "package lock", so, if you put in a different package, it'll stay that way until you switch it back, even if you call several plays in between. I haven't found a way to turn this off, but maybe it's in there somewhere. I think I like last year's behavior better. This year, you can easily end up with the wrong players in on accident if you don't switch your package.

One final thing I've noticed, with this reversed camera on the kick offs so you can see the blocking. It's awfully easy to take one of your coverage guys and weave him through all the blockers while the ball's in the air and make a tackle around the 19-20 or so. Unless you want to put the CPU at an inherent disadvantage, you're probably going to want to just let the CPU control all the coverage men.

That's all for now, and probably all for tonight.


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8/1, 9:00am

I had my own personal revenge on the Eagles today for 4th and 26. :-)

I was getting beaten pretty bad, couldn't really get the running game going against the 46, and I had thrown 3 or 4 interceptinos. As a result I was down 27-10 at the start of the 4th quarter, and it would have been worse if Donovan McNabb hadn't been injured in the first half. With about 9 minutes left in the game, I put on a long drive and scored to put the score at 27-17. Stopped them on their next drive, scored again, 27-24, about 1:30 left in the game. Kicked an onside kick, and actually recovered it! I don't think I ever recovered an onside kick in 2004. Though part of the reason I got it was because the CPU didn't send their hands team in to recover the kick -- they came out in their regular formation, then audibled into an onside kick. Again I drove down, got within the 10 or so, took a sack, then kicked one of those "suspense" field goals you've probably heard of to tie the game. When I first heard of the new "suspense" field goal kicks, I thought it was a bit hokey, but it's actually kind of cool, especially on kicks that look like they might not go through.

Game's tied, goes into overtime. I won the toss, chose to receive. Then something strange happened -- they gave me the wind, and it was a massive 13 MPH wind. Clearly something that will need to be fixed for 2006. Drove down the field again, kicked another "suspense" field goal and won the game -- and the inside track to homefield advantage.

Something has begun to bother me over the last few games. Ferguson's got about 90 catches over 12 games, or about 8 catches per game. That's a bit obscene. It's essentially due to a couple of factors: (1) Passes over the middle are probably too easy to complete, and (2) the CPU still is quite poor at stopping repeat play calling.

The first issue is admittedly a bit difficult to solve. A huge part of the development of these games is making sure that there's goood risk/reward balance at every stage in the game. Madden's had problems with its bump and run risk/reward in the past, for example, and obviously there wasn't nearly enough risk on deep passes prior to Madden 2005. This year will be the year of the quick slant. They've added some good animations that shutdown corners can use to dive in front of the receiver and make the deflection, and similarly LB's will make those plays if they're in position. But it isn't quite enough. At this point I'm not sure what to do exactly, because obviously you don't want the pass coverage to be *too* good, or we won't be able to pass at all. Perhaps they should consider clamping down on slants and drags, and loosening up on out routes, and perhaps even, gasp, deep routes -- but only a very, very little bit on deep balls! I think comebacks are very well balanced this year, but out routes are still tilted too far in the defense's favor. So, I think overall balance can be restored by making out routes easier to complete, and making passes over the middle more difficult.

Tiburon should also consider adding more injuries to WR's who get laid out by LB's on passes over the middle to add more risk to those throws. Also, more dislodged passes as WR's get hit by the bigger stronger players.

As far as repeat play calling, I made a recommendation for how to fix this in my "Looking Ahead to Madden 2006" article. Here's what I suggested:

Madden should keep track of which plays get run by the user team, on both offense and defense. The second time a play is run, all CPU players should get a significant bump (say, 20% or more) in their awareness just for that play. The time at which they get that bump should depend on their actual AWR rating, for example, a player with 90 AWR should almost immediately get bumped up to 99, whereas a player with a 60 rating would take longer to figure out the play, and would get a 20% bump (up to 72 or so) after two seconds. After the play is over, they'd return to their normal AWR rating. The third time the same play is run, the bump happens quicker and is larger for all players, so the 60 rated player gets a 50% bump up to 90 AWR after ONE second. The fourth time a play is run, all players should immediately get bumped to 99 AWR.

In the meantime, we can kind of solve this problem ourselves just by using a bit of self control. But it sure would be great -- in fact, a lot more realistic -- if the game just fixed the problem. Because for now, it's very tempting to run your high percentage plays again and again when you're stuck in 3rd and long.

More later today, I'm going to try to get online a bit later.


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8/2, 10:30am

I got a chance to get online yesterday. I had never played online with the PS2 before (normally I'm a PC player). In general the game experience seemed fine. A few comments:

Game times this year are 4 minute quarters. With the new defensive focus, this is really short. Expect very low scoring games this year. Fred from Madden Nation says he has suggested that they raise it back to the standard five minutes, and I would also agree with this. If anything, game times need to be longer.
I couldn't figure out how to rate my opponent after playing him. There is supposed to be a rating / reputation system of some sort, but it never prompted me for a rating, and I didn't see any options to do so in the menus. In general I'm just confused by this feature.
Alternate uniforms are available online -- at least, Fred chose some ugly looking orange Bears uniform, so I'm guessing that's an alternate. I'm not sure if this was the case last year or not.
Anything said in the chat room disappears if you check another players stats. It would be nice if that wasn't the case.
You can't check a player's career or add them as a friend from the Leaderboard. Again, a minor complaint, but I don't see why this isn't available.
I don't think you can use custom packages online.
A few more general comments on the gameplay:

You can now challenge a play if a penalty happens on that same play. You couldn't do this in 2004.
There's a bug in the defensive matchup screen -- if a player is listed as "probable" on the injury report, then he doesn't appear on the matchup screen, even if he's playing in the game.
The sidelines still aren't well defined on challenges. There are still those calls where a guy's foot is definitely out of bounds but he gets called in after the challenge. This can be a bit annoying sometimes.
Kickoff and punt coverage is much improved over last year -- or, perhaps, the blocking is much worse. Either way, kick returns are more realistic this year. You won't see a special teams touchdown every game anymore. In fact, I've only seen one kick returned in about 25 games, and no punts.
Also, it's a lot easier -- realistically so -- to make a goalline stand this year. If it's 1st and goal inside the five, it's still most likely going to be a TD. But I've seen plenty of times when the defense keeps them out, whereas last year that would rarely happen.

I finished the first season of the franchise I was running, and lost in the NFC Championship. Game was tied with two minutes left, Favre threw a pick at midfield and they drove 25 yards and kicked a field goal to win it. Nevertheless, I saved to a different file and went back and simulated the NFC Championship so I could write about the Superbowl.

I set the Superbowl to two minute quarters, just so I could finish quickly. I was most interested in the ending. The intro is alright -- not really amazing or anything, but it's at least different from an ordinary game. Madden's got a few extra comments here and there, but again, nothing mind-blowing. Similarly with the ending. It's different from the last two years, and it's good and all, but you probably won't be amazed by it. If you've seen ESPN's ending, it's probably about the same in overall quality, but of course it's a different finish.

Winning a Superbowl still doesn't encourage players to retire. I think this would be a good feature, since it's a realistic and natural way to prevent team stacking. I mean, if the Packers win the Superbowl this year, Favre would retire almost certainly. Lots of players would like to end on a high note.

Since I was on two minute quarters and I wanted to make sure that I saw the ending, I called the same exact play for the entire Superbowl. Favre was 11 for 12 with 160 yards passing. So, I was gaining about 15 yards per reception. The CPU never caught on. This is really bad. And it was against the Dolphins, who have an excellent secondary as well, and in general a solid defense.

I did the offseason again. A few observations:

Draft scouting comes after RFA's and resigning your own players. This isn't terribly realistic -- in the NFL, the combine is in late February, and RFA's in mid-March. It would be a lot better if scouting was at least before RFA's -- that way we know if there's a guy in the draft that would be good at a position we need, or if we should grab an RFA instead.
I had a holdout for the first time. No players refused to resign though, or just decided to test free agency. No players have been sufficiently pissed off that they've requested a trade. Though, again, I'm playing on a winning and successful team. I'm curious how this would play out if I were using a bad team.
You can still only trade three picks/players in a given transaction, and you can't acquire more than 10 picks.
In the last 10-12 weeks I had no significant injuries at all. I had an average injury training staff. In the offseason I signed the worst one I could find, so hopefully that will produce some more. Otherwise maybe dropping injury ratings would be a good idea.
At the top of the 2nd round of the draft, there were 3 kickers taken. Now, one came out as an 84 OVR, so I can understand that. But two game out in the low 70's, and there were similarly "talented" guys in the free agency pool. So, something's not quite right. I should note that I did not see this effect in prior drafts.
I had an absolutely horrific draft, not a single player over 68, and I got booed on my first four picks, yet I still got an "A" draft grade.
It looks like you can now change the franchise you control during the offseason. I'm not totally sure of this, but it looked like there was some kind of option to do this in the Owner Mode menu.
I was in desperate need of a free safety to replace Mark Roman, and I couldn't find one in the draft. There were three that went in the top 10 picks though, so I checked them out. One -- the first overall pick, in fact -- was rated 75. After the draft, the team that chose him would give him to me for my next year's first round pick. I'll say again: I was able to obtain the first overall pick in the draft for my next year's first round pick only. So, clearly something is wrong. Either they didn't have a strong enough need for the guy and should have picked someone else, or trading for players is still too easy.

I'm inclined to say that trading for players is still too easy, because I went and grabbed Eugene Wilson (24 years old, 86 OVR) for a first rounder only. I ended up throwing in Roman as well so I could feel less guilty about it. ;-) They did have an 81 OVR 28 year old at free safety as well, which perhaps made Wilson more expendable, but nevertheless, they probably shouldn't have made that trade.

There isn't much offseason progression this year at all, or pre-season progression either for that matter. It seems that the offseason is mostly reserved for REgressing aging players. I suppose this makes sense, so long as it's compensated by progression during the season. Certainly this needs some more playing time before coming to any firm conclusions, but progression during the season seems to be relatively well done. Some guys get better, some guys slip, and on the whole I think it works quite well. Although, backups don't really get much playing time and hence don't put up stats and hence don't progress during the season, so it's a bit tough to see how rookie backups are going to get better. Except for mini-camp of course, but most of us skip that since the CPU doesn't simulate its use. I think I also noticed players progressing during the playoffs, but I may be imagining that.

All for now.

jbmagic
08-03-2004, 03:17 AM
does the franshise sims games go by the same clock per quarter u have set and goes by the sliders u set? this way the stats can be consistent..


thanks

MizzouRah
08-03-2004, 07:32 AM
does the franshise sims games go by the same clock per quarter u have set and goes by the sliders u set? this way the stats can be consistent..


thanks
I don't think so, which is why I wonder why in the heck ESPN does this separately?

I've never had an issue with simmed stats in Madden.


Todd