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Old 04-22-2010, 05:57 PM   #1
tucker rocky
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Madden NFL 11

http://www.nfl.com/news/story?id=090...s&confirm=true

Don't know if it's been posted yet.

Will voodoo magic work against the curse down in the bayou?

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Old 04-29-2010, 02:52 PM   #2
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First preview I've seen. I like the option to have the coach call the play for you (reduces game length by half). I think the best improvement that I see in this article is the removal of the 'turbo' button. I think this should help them improve the pursuit angles of the defensive AI because they won't need separate routines that have to compensate for the sudden increase in speed. Keeps the players at their regular speed at all times.

http://espn.go.com/espn/thelife/vide...ory?id=5136818

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Old 04-29-2010, 03:00 PM   #3
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I think the best improvement that I see in this article is the removal of the 'turbo' button.

Yay! This is something I've been advocating for a long time, and I hope it will make a big difference. The AI was never able to use/compensate for 'turbo' effectively, on either side of the ball, and it distorted and magnified the already way-too-important speed attribute. Semi-related: I think the NHL series of games flows so well partially because if it's lack of turbo.
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Old 04-29-2010, 03:33 PM   #4
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Good point on how NHL uses it.
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Old 04-29-2010, 05:07 PM   #5
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"GameFlow" sounds pretty damn sweet.
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Old 04-29-2010, 05:16 PM   #6
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I thought somebody said this was going to make it's way back to the PC this year....any truth to that?
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Old 04-29-2010, 11:29 PM   #7
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If it's happening, EA hasn't said anything about it.
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Old 05-03-2010, 11:34 AM   #8
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Early hands-on from Operation Sports:

Operation Sports - Madden NFL 11 Preview - Xbox 360

Madden NFL 11 Preview (Xbox 360)

Submitted on: 04/26/2010 by Christian McLeod

At EA’s recent community event, I was able to sit down with Madden developer Ian Cummings and get a very early hands on with Madden 11. With the tagline "Simpler," "Deeper" and "Quicker" being emphasized, I was able to take a look at some of this year's gameplay improvements that the Madden team feels will elevate Madden 11 to the next level.
Gameplay Improvements


Locomotion

When I first sat down with Ian, I was introduced to Madden’s locomotion engine. Much like NCAA Football 11’s movement mechanics, Madden’s locomotion engine promises to provide much more realistic player movement and acceleration on the field. On offense, the right stick now controls a player's upper torso, giving players unprecedented control over a ball carrier's ability to shed and avoid tacklers.

The most surprising addition to Madden 11’s gameplay is actually a subtraction: the removal of a turbo button (off by defaut, can be turned on). Taking a cue from EA’s successful NHL franchise, Madden 11 no longer requires players to spam a turbo button in a desperate attempt to create offensive separation or track down an elusive player on defense. Instead, player speed and acceleration are completely tied to ratings.


While I was a bit surprised when Ian let me in on the removal of the turbo button (again, this is off by default and can be turned back on) once I got my hands on the game, I immediately felt the difference. The best way I can sum up my gameplay experience with Madden 11 is that the game feels very organic in the way it moves. In other words, the days of choppy animation transitions and stop/starts on a dime that were in previous versions of the game should be minimized this year -- replaced now by an an overall feel that sim fans everywhere should enjoy.

Game Flow

During our time together, Ian also informed me that a lot of research had been completed that determined how many plays gamers had been calling in an average game, which was also coupled with some insight from John Madden himself. After these findings, the development team decided to completely overhaul the way plays are called.

The result is what is known as the "GameFlow," a streamlined game-planning option that will allow a virtual coordinator to call in a play for your team via headset based on a number of offensive variables that the game calculates. Now, before anyone jumps to conclusions and immediately writes this feature off as a way to make Madden 11 more "noob" friendly, please note that the feature can be ignored at any point during the game with a simple button press that takes you back to the traditional play calling menu.

As a veteran of the series, I was a bit worried that GameFlow would be something that I would not utilize -- I typically avoid the "Ask Madden" types of plays in my football games. However, after getting some hands-on time with the feature, and grilling Ian on it, I am absolutely hooked because of the depth that its simplicity provides.

First off, you can completely customize what plays end up in the GameFlow playbook, and you can change plays on a game by game basis. You can even rate your plays via a five-star system (like on iTunes) so that you can easily find them on the fly when customizing a GameFlow. I can already see myself putting together different game plans for online and offline franchise mode, which would add an NFL Head Coach-like layer of strategy to the game that has been sorely missing since the removal of the create-a-play feature.

Secondly, GameFlow makes you feel more like a real head coach. As many of you already know, it is a rarity for a head coach to actually call plays while in a game. Clicking over to the GameFlow button, and then listening to my offensive/defensive coordinators call out specific plays based on game situations is undeniably cool. What is even better is executing plays to perfection -- something that is undeniably rewarding. I can see the GameFlow feature being big among coach-mode fans, especially if you take advantage of the playbook customization in between games.

Finally, as advertised, GameFlow dramatically increases the tempo at which the game is played. In a day and age where the "core" Madden gamer is getting older and has more non-gaming responsibilities, it is very refreshing to be able to complete an entire game of Madden in roughly 30 minutes. I was able to play an entire half utilizing GameFlow in approximately 15 minutes, and it did not feel like I had been cheated out of a gameplay or play calling opportunity either. Instead, I felt like I was an actual NFL head coach who had a laminated page of plays in hand. Yes, I know I come off sounding a bit lame by writing that, but as a huge fan of the NFL, it is a feeling I have never had before in a football game.

New Line Interaction

Similar to the NCAA series, shoddy line play and interaction has been something that has plagued the Madden series for years. However, the new locomotion engine has gone a long way towards improving what some considered "broken" line play in past iterations of the series.

Since players now have to plant before moving, suction blocking and lackluster AI seem to have at least been minimized when it comes to the offensive and defensive lines. During my limited amount of time playing the game, I was able to get solid pressure on the QB when it made sense. In addition, the CPU also pressured me if I attempted to hold the ball for too long in the pocket.
Presentation Upgrades


Outside of the new GameFlow feature, I was able to see some of the improvements EA has made to the presentation in Madden 11. While Ian was feverishly button pressing through some of the more secretive options (more on those in future Madden blogs), I was able to catch some team-specific introductions (example: Drew Brees' pregame "speech"), and even cuts to players preparing for the game in the locker room. On the field, you will see new cut scenes between plays that look more natural than those in the past, and new animations for sideline catches, big hits and mid-air collisions.

Graphically, the game looks to be largely unchanged from Madden 10. Player models, stadium lighting and the turf look like they received minimum upgrades at most. It is worth noting, however, that the build of the game I played was very early in development. In other words, many of the aesthetic details most likely will be improved by the time the game releases.


As a side note, the kicking meter has also been completely redone. It now more closely resembles the putting meter from the Tiger Woods games. Ian explained to me that this change was the best way to differentiate kicker ability in the game because the old meter would not allow the developers to create the differences that truly exist in the NFL. The meter feels great to use, but since I was only able to use one kicker during my time with the game, I was unable to feel any difference in how the meter reacted.

Final Thoughts


It is very difficult to pass any judgments on Madden 11 at this early stage in the game. But, what I can say is that the locomotion engine and GameFlow additions have the potential to fix some of the nagging issues from Madden 10. Since both elements already work very well at this early stage in the game's development, I am very excited to see what the final product looks like come August.
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Old 05-03-2010, 01:38 PM   #9
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Old 05-03-2010, 01:53 PM   #10
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Madden is looking like it will be purchased this year again.
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Old 05-04-2010, 04:15 AM   #11
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Hopefully they'll do something similar to NCAA 11 regarding blocking logic. I recall some of the dev blog's saying locomotion would actually make counters, sweeps and traps actually work, since the LB's cant turn around on a dime, and reading the direction of the play is a big factor, supposedly.

Now, if they could eliminate some of the glaring blocking issues - both O-line & open field - it sounds like a winner to me.

Of course, good intentions don't necessarily translate to the final product, but going by the very positive direction of last year's title, all is looking good.
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Old 05-21-2010, 03:03 PM   #12
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This has to be good news. Tom Hammond has been replaced by Gus Johnson in the booth.

hxxp://www.operationsports.com/forums/madden-nfl-football/415620-gus-johnson-confirmed-play-play-commentator-madden-nfl-11-w-gameplay-video.html
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Old 06-11-2010, 04:27 PM   #13
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Sounds like they pretty much neglected Franchise Mode for 2011.

E3 announcement and career mode update - Operation Sports Forums

E3 Feature Announcement and Career Modes Update

by Phil Frazier 06/11/10 1:50 PM

The Madden team couldn’t be happier with how the community and press have responded to the features we’ve announced for Madden NFL 11 so far. GameFlow, Game Planning, Locomotion, Dual Stick Control, improved offensive line play and blocking, the addition of Gus Johnson- everything we’ve done to the game was to make Madden NFL 11 more authentic, more responsive, and deeper than ever before. So, thanks to all of you who have helped validate this direction and continued to show your support for the franchise. We’re all getting ready for E3 and are looking forward to announcing yet another major feature- this time for online. So, tune into GTTV’s E3 All Access Special on Spike, tonight June 11th, at 11:00 PM EST, hosted by Geoff Keighley and Supermodel Marisa Miller to get the inside scoop.

In the meantime, we’d like to address some areas of the game that we know are hot on many of your radars, specifically the Franchise and SuperStar modes. Last year we delivered Online Franchise and while it was received very well by community and press, the usage was among the lowest for any of our gameplay modes. What this said to us was that Franchise mode as whole needed more than just a new access point, it needed a complete refresh. As most of you know, Franchise mode debuted in Madden NFL 99 on PlayStation, and since then, we’ve been adding on layers and layers of code each year to make it the most authentic experience possible. As console technology has evolved, it’s become increasingly more difficult to evolve the mode in-kind, since we are handcuffed by the limitations of the code from so many years in the past. To re-write Franchise mode to take full advantage of the PS3 and Xbox 360 would take well over a year to do, which is why we’ve taken the approach we have up until now. With that in mind, we made the decision to focus this year’s development on making the core areas of Madden NFL better, namely the AI, animations, playcall, and online play. While that meant not making any major overhauls to Franchise or SuperStar, we were still able to make some notable improvements while we prepare for the future. Specifically, we improved franchise stats (especially season rushing yards and season sacks), in-game injuries, Super Bowl presentation, NCAA Draft Class tuning, and we even completely re-created over 8000 players in 32 draft classes. We also added the new Meadowlands Stadium as the 2014 Super Bowl site. However, the biggest addition to Franchise mode this year is Game Planning. This year you have the ability to create a new Game Plan for every game in Franchise if you choose to do so. If you’re playing the Colts or Saints, you can focus your defensive Game Plan around Manning or Brees. If you’re playing a team with a great secondary like the Eagles, you can focus your Game Plan more around running the ball. You can save off a separate Game Plan for every opponent you face and if they add new players after year one, you can go back and edit that Game Plan to account for those changes. This new feature allows you to be the coach that you always wanted to be.

We feel great about where we’ve taken the foundation of Madden NFL and are ready to refocus on building Franchise and SuperStar from the ground up. We have already assembled a team fully dedicated on setting the vision for what Franchise and SuperStar modes can and should be in the future. Since we are starting with a clean canvas heading into Madden NFL 12, we want the community to help us shape our direction- starting NOW. Let us know what you’d like to see in Madden career modes in the future. We’re not just looking for small add-ons either. We want your big ideas. What would revolutionize career modes in your opinion?

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Old 06-11-2010, 04:34 PM   #14
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Haven't purchased Madden in a while, but, for the Super Bowl, is it the same stadium every time regardless of how many seasons into franchise mode you are in?

Not that it's a deal breaker, but, just an annoying aspect of the game that I never liked.
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Old 06-11-2010, 04:42 PM   #15
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Should have done just that years ago... I´m fine with that sort of approach. Heck, would love for any of the big franchises to take a longer development period just once (2 year cycle) to get ahead of the curve instead of putting band-aid over band-aid for years in certain areas.
Like maybe release an updated/patched/tweaked version for half the price one year and then a fully developed game the next again.
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Old 06-11-2010, 04:43 PM   #16
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I got Madden last year, played it two or three times and it has since been collecting dust.
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Old 06-11-2010, 05:23 PM   #17
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I got Madden last year, played it two or three times and it has since been collecting dust.


I played the hell out of it last year. Wish the patch would have come out quicker, because I'd have played it more.
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Old 06-11-2010, 06:14 PM   #18
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I played the hell out of it last year. Wish the patch would have come out quicker, because I'd have played it more.

I think my statement is more a testament to the addictive qualities of MLB: the Show, rather than how much I disliked Madden. In fact I wouldn't even say I disliked it...but I certainly didn't like it. I'm finding it harder and harder to enjoy Madden games now. I played the hell out of NCAA a couple years back when we had the FOFC OD's, but other than that EA Sports games have been taking a nose dive in the fun factor department...at least for me.

At least I'm willing to play games before passing judgement on them though, eh MBBF?
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Old 06-11-2010, 06:36 PM   #19
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No changes to superstar and franchise means no purchase for me this year, barely touched it past year. I really wonder what have they updated for this year and how can it be played to enjoy? just online or exhibition games vs cpu?
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Old 06-11-2010, 06:41 PM   #20
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No changes to superstar and franchise means no purchase for me this year, barely touched it past year. I really wonder what have they updated for this year and how can it be played to enjoy? just online or exhibition games vs cpu?

Ditto for me. NCAA will hopefully keep me busy anyway.
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Old 06-12-2010, 01:28 AM   #21
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If NCAA is good this will be the first time in a very long time I won't be buying Madden. I will just keep last years game. Hopefully NCAA is a lot better than last season, because for me that was a waste of money. From what I have read so far it sounds good.
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Old 07-27-2010, 11:44 PM   #22
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XBL demo is out.
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Old 07-27-2010, 11:47 PM   #23
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Strategy Pad, if there is no option to turn it off, will become a cheesers paradise. For those who don't know, all pre-snap stuff is done on the D-Pad now. It takes some time to get what you want accomplished, so online a person can no huddle and you cant make any adjustments.
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Old 07-27-2010, 11:50 PM   #24
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Strategy Pad, if there is no option to turn it off, will become a cheesers paradise. For those who don't know, all pre-snap stuff is done on the D-Pad now. It takes some time to get what you want accomplished, so online a person can no huddle and you cant make any adjustments.

i noticed this is my demo game just now - i couldn't even get through the strategy pad against the AI before they snapped the ball.

still having to adjust to the new way of running and using the right stick - i only managed 2 runs of 5+ yds in the whole demo game.
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Old 07-28-2010, 01:23 AM   #25
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I hate the Strategy Pad. They had the best possible system before. I'm sure I'll get used to it, but there was no reason to change it.

It'd be nice if they gave us some auto-adjustments too. I play tight coverage every time I call a 2-Man Under coverage. My CBs should move to jam the receivers automatically. I usually shift my DL to the strong side too. It'd be nice if those things just simply happened instead of me having to do it every play.

Also, why the change to the kicking? The right stick was great. They go back to the super-easy A button? Not that using the right stick wasn't easy either, but at least sometimes I did slip a bit and shank a punt or just missed a FG. With this, there is no slip, there is no "oops, little too much to the left". You just press a button.

Those gripes aside, I liked the demo. I especially like how I can set up game plans and have the Coordinators call the game. That'll keep me honest in my play calling.
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Old 07-28-2010, 09:18 AM   #26
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I liked the demo also, and also with the same couple gripes that you had. Really liked the removal of the turbo button and the right-stick running controls (althougH I need to work on my running for sure). Also thought the animation looks great.

Not unhappy that I preordered.
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Old 07-28-2010, 09:27 AM   #27
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Are there any blogs/sites/forums that have guys who just go through the game and point out all the pro/cons? I'm tempted to get a football game this year but want to make sure there aren't some glaring flaws that will make me want to throw it out a window after the first season. I think PastaPadre is one, any others?
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Old 07-28-2010, 07:48 PM   #28
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I have the full game for 360 if anyone wants me to check anything against the demo.
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Old 07-28-2010, 08:00 PM   #29
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I gotta ask where you copped it.
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Old 07-28-2010, 09:31 PM   #30
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My running was much better with the Jets as opposed to with the Colts.

Where'd you get the full game from Terps?
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Old 07-28-2010, 11:27 PM   #31
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I have the full game for 360 if anyone wants me to check anything against the demo.

How glitchy are the screen switches? My demo game was horrible with it.
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Old 07-29-2010, 12:22 AM   #32
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do you actually have a chance to use the strategy pad as it's intended against the AI?
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Old 07-29-2010, 01:00 AM   #33
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Call me silly, but I LOVE gameflow or whatever it's called. I might be picking this one up. I'd much rather have my coach call most of the plays to speed the game along while I make the players make the plays.

Oh.. and playing with Manning is like a dream.
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Old 07-29-2010, 05:19 AM   #34
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I haven't played around with much yet, just one exhibition game as the Giants against the Lions, and like 20 of the Madden Moments. I won 34-0. Stafford threw 4 picks, one I returned for a TD. Playing with sliders from last year, so I don't know if that's making much of a difference as the sliders are the same from last year.

I used gameflow, since if I end up going through the playbook myself, I'd get delay of games a lot. I like the feature so far, they called a lot of runs for me as they should as the Giants love to establish the run game. I had ~110 yards and 2 TD's with Jacobs. Smith had around 70-80 for The Lions, but they passed a lot more often deeper into the game.

The strategy pad I don't like at all, it was much better the old way. It's not so bad on offense obviously, but the AI snaps the ball a second or two after getting to the line so I haven't even had a chance to use it on D. I thought I remember them patching the AI to have a random snap time last year, but they must have removed it this year.

The "Robo QB" of the past seems to be gone, but the AI QB still gets a lot of passes out when he's in the grasp. Fortunately, most of them end up being ducks and not anywhere near a WR, and they definitely don't get down the field at all, most died behind the line or a couple yards past the LOS (one I ended up with an INT.) I got 4-5 sacks, 7-8 hurries, so that seems about right to me.

The kicking meter is awful, I don't think it will be possible to miss a FG. The sliders work for the AI's kicking game, but even with accuracy at 0, I could still hit 100% power and perfect accuracy every time. With the special teams sliders being lumped into one for both AI and human, the AI couldn't hit a FG, and were missing extra points.

The commentary is so-so, Gus Johnson brings some excitement to the game, but a lot of times he feels out of place. I don't know how many times he said a player was gone, only for them to be tackled immediately after. Also, I'm not sure if it was just a Madden Moments thing, but every time he would talk about looking at the drive summary or players of the game, they wouldn't show up on the screen.

That's all for now, need to get some sleep. I don't work today so when I get up I'm going to sim a season in franchise and I'll post stats and then check out the offseason to see if there's any problems with that.
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Old 07-29-2010, 09:19 AM   #35
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Call me silly, but I LOVE gameflow or whatever it's called. I might be picking this one up. I'd much rather have my coach call most of the plays to speed the game along while I make the players make the plays.

Oh.. and playing with Manning is like a dream.

I agree. Gameflow is a great innovation so far. Now if there's just a way to make sure I can use the strategy pad before the AI snaps the ball that'd be nice.
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Old 07-29-2010, 09:21 AM   #36
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Ugh. Dissapointed to hear that about the strategy pad. Hopefully that'll be addressed early in a patch. It wouldn't take much. I'd like to see the more random snap time and then a "when the player is using the strategy pad the clock pauses" type patch.
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Old 07-29-2010, 09:31 AM   #37
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Played one game of the demo last night, and won easily. Not sure what difficulty it defaults to. Didn't try Gameflow, but I can tell you I hate the strategy pad. Much more clunky to use than what they had. I don't understand why they don't let you choose which option you like.

The game plays well enough, but I didn't see any huge differences from last year. The kicking meter is a step back.

I was unlikely to buy before trying the demo, and this has solidified my feelings so far. I will give it a few more tries, but it seems like Ian and team have stumbled after a solid upgrade last season.
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Old 07-29-2010, 09:37 AM   #38
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Finally got a chance with the demo last night. The strategy pad is a big step back. After a good move forward last year, this is a disappointment. Much better off sticking with Madden 10.
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Old 07-29-2010, 09:39 AM   #39
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I guess by not playing previous seasons lately, I don't understand the beef with the strategy pad. I think it's fairly nice.
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Old 07-29-2010, 09:59 AM   #40
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Originally Posted by rowech View Post
I guess by not playing previous seasons lately, I don't understand the beef with the strategy pad. I think it's fairly nice.

I haven't played anything new lately either - last I've been playing is what...08? Is that the last one that came out on the PC?

Anyways - I think the older system was probably better for pre-snap adjustments, but I think the strategy pad will be okay as long as they patch it so that on defense you actually have a chance to use it before the AI snaps the ball. Otherwise it doesn't matter what system they use.

I'm really enjoying the left-stick/right-stick running with the locomotion and momentum, and the removal of the cheesy turbo button. It all feels a lot more...organic. Although I've yet to bust any TD runs with it - I did do some pretty jukes after an INT with Revis last night and run it in from 40+ for the score...
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Old 07-29-2010, 02:24 PM   #41
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Just simmed season one of franchise, with my user team as the Giants.

NFC Playoff teams were the Saints (13-3), Vikings (12-4), Seahawks (11-5), Cowboys (9-7), Falcons (9-7), and the Cardinals (9-7.) The Bears were also 9-7, Packers, Panthers, and Skins were all 8-8, Rams and Eagles 7-9, 9ers and Lions 5-11, Giants 4-12, and Tampa 1-15.

AFC Playoff teams were the Steelers (12-4), Broncos (12-4), Jets (12-4), Colts (11-5), Chargers (9-7), and the Ravens (9-7.) Also 9-7 were the Patriots and Bengals, the Titans, Bills, Texans, and Chiefs were 7-9, Jags and Browns were 6-10, and the Dolphins and Raiders were 4-12.

Top 10 QB's

P. Manning -97.2 Rating, 4,470 yds, 34 TD, 12 INT, 62% Completion
Brees - 85.7 Rating, 4,150 yds, 33 TD, 16 INT, 58% Completion
Brady - 92.1 Rating, 4,006 yds, 31 TD, 11 INT, 60% Completion
McNabb - 100.6 Rating, 3,917 yds, 33 TD, 5 INT, 60% Completion
Orton - 87.4 Rating, 3,750 yds, 26 TD, 14 INT, 60% Completion
Romo - 93.8 Rating, 3,662 yds, 30 TD, 12 INT, 60% Completion
Favre - 94.7 Rating, 3,375 yds, 25 TD, 8 INT, 61% Completion
Roethlisberger - 89.5 Rating, 3,671 yds, 25 TD, 13 INT, 62% Completion
Schaub - 86.5 Rating, 3,289 yds, 23 TD, 11 INT, 58% Completion
Rodgers - 84.7 Rating, 3,378 yards, 27 TD, 16 INT, 57% Completion

Most INT's thrown was Leinart with 29, closest after him was Rivers with 18. Kolb and Cassel were both sacked 56 times, tied for the worst, Brees was next up after them with 50. Along with the 7 QB's listed above, Rivers was the only other QB to have a 60% completion, the lowest was Freeman of the Bucs with 46%.

Top 10 RB's

Peterson - 345 car, 1,609 yds, 4.6 avg, 19 TD
Gore - 339 car, 1,415 yds, 4.1 avg, 5 TD
Turner - 341 car, 1,372 yds, 4.0 avg, 11 TD
F. Jackson - 287 car, 1,340 yds, 4.6 avg, 11 TD
S. Jackson - 243 car, 1,296 yds, 5.3 avg, 12 TD
Benson - 240 car, 1,235 yds, 5.1 avg, 12 TD
Greene - 291 car, 1,163 yds, 3.9 avg, 7 TD
Brown - 279 car, 1,121 yds, 4.0 avg, 6 TD
Mathews - 317 car, 1,013 yds, 3.1 avg, 3 TD

Those were the only 1,000 yard rushers. Grant (996), Jones-Drew (990), and Slaton (982) were close. Encouraging results from teams that run 2 backs, for example the Cowboys had Barber with 172 car, 641 yards, and 4 TD, and Jones had 172 car, 618 yards, and 6 TD.

Have to run out for a bit, be back with the rest later, and let me know if you guys have anything else you want to check out.
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Old 07-29-2010, 02:35 PM   #42
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That looks pretty good for simulated stats.
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Old 07-29-2010, 02:56 PM   #43
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Pretty good for simulated stats, yeah.
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Old 07-29-2010, 03:15 PM   #44
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Stats do look good, was Chris Johnson hurt in your season? Don't see him on the RB list.
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Old 07-29-2010, 04:37 PM   #45
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How are rookie classes handled, 25 (?) pre-rendered classes popping up one after the other again ? (I actually like them and the fact they are so "random" in the way that you´ll get busts and sleepers, it just took out some fun of playing/starting the mode more than once and then have a class pop up you had just a week ago in the other savegame)
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Old 07-29-2010, 08:42 PM   #46
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Haven't done anything with the offseason yet, but I think the draft is handled the same as last year with the pre determined classes.

Be on in a bit to post the rest of stats (receiving, defense, kicking), player awards and the results of the playoffs, and then get into the offseason stuff later.

Last edited by Terps : 07-29-2010 at 08:45 PM.
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Old 07-29-2010, 10:33 PM   #47
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Quote:
Originally Posted by rockboy70 View Post
Stats do look good, was Chris Johnson hurt in your season? Don't see him on the RB list.

Johnson had 207 carries for 741 yards and 3 TD. Young and Javon Ringer both had 389 yards.

Top 10 WR

Greg Jennings - 100 rec, 1,389 yds, 12 TD
Colston - 99 rec, 1,237 yds, 13 TD
Wayne - 99 rec, 1,459 yds, 12 TD
Fitzgerald - 96 rec, 1,237 yds, 7 TD
Sidney Rice - 91 rec, 1,211 yds, 11 TD
Houshmandzadeh - 91 rec, 1,139 yds, 10 TD
Bowe - 88 rec, 998 yds, 8 TD
Gage - 85 rec, 988 yds, 6 TD
Massaquoi - 85 rec, 911 yds, 4 TD
Crabtree - 84 rec, 819 yds, 4 TD

Highest TE's were John Carlson and Chris Cooley (both with 71 rec, and 771 and 863 yds respectively.) Highest RB's were Pierre Thomas and Tim Hightower (both 34 rec, 360 and 337 yds.)

Top Tackle Leaders

Curry -123
Peterson - 114
Laurinaitis - 112
Cushing - 109
Bradley - 109
Urlacher - 107
Vilma - 106
Lewis - 104
Sintim - 104
Daryl Smith - 103

Top Sack Leaders

Everette Brown - 17
Will Smith - 16
Cullen Jenkins - 15
Tyson Jackson - 15
Jared Allen - 14.5
James Harrison - 14.5
Justin Tuck - 14.5
Derrick Morgan - 14
Justin Smith - 14
Robert Mathis - 14

17 others had at least 10.

Top INT Leaders

Foxworth - 7
Trufant/Vontae Davis/Johnathan Joseph - 6
14 others had 5.

Other random things - Only 3 kick returns for TD, 11 punt returns for TD. Top kickers were David Buehler (24/26 92%), Dan Carpenter (28/31 90%), Matt Prater (27/30 90%), Robbie Gould (29/32 90%.) Worst kicker was Joe Nedney (18/29 62%.) Top punter was Brian Moorman (45.2 AVG), worst was Brandon Fields (40.7 AVG.) Daniel Sepulveda and Adam Podlesh were tied for most punts inside the 20 with 45. Worst was Fields and Thomas Morstead with 29.

Peyton Manning was MVP, Adrian Peterson was Offensive PotY, Jonathan Vilma was Defensive PotY, Ryan Mathews was Offensive RotY, Derrick Morgan was Defensive PotY, and Sean Payton was coach of the year.

Playoffs

Wild Card round saw the Jets beat the Ravens 13-3, Colts over the Chargers 28-14, Cardinals over the Seahawks 23-15, and the Cowboys beat the Falcons 23-20 in OT.

Divisional round - Steelers 13 Colts 10, Broncos 27 Jets 13, Saints 19 Cardinals 7, Vikings 24 Cowboys 14

Conference championships - Broncos 20 Steelers 14 in OT, Saints 45 Vikings 32

Pro Bowl - AFC 25 NFC 24

Super Bowl - Saints destroy the Broncos, 41-12. Brees was the MVP with 321 yards and 4 TD.

Back in a bit with offseason stuff.
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Old 07-29-2010, 11:13 PM   #48
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Offseason starts off with the hiring/firing of coaches. Head coach, off coord, def coord, special teams, training staff, and scouting agency are the positions available for this phase.

Next up is Stadium Upgrades. Things like sound systems, restaurants, internet are available to purchase.

Next is Stadium Relocation, where you can create new uniforms for your new city, pick a location, design a stadium, secure funds, and get approval from the NFL. Not many logos to pick from in the uniform editor, maybe 10 tops.

Next you're given the option for stadium sponsorships. I was offered a 2 year deal for 20 million by Tee Maker Motors, who expect a Super Bowl appearance. I was also given two offers by Scarn Paper Co. One worth 1.6 million for two years with an expectation of 8 wins, and another for 20 million for 2 years, with an expectation of a Super Bowl appearance.

Notable retirements - Mawae, Favre, Jason Hanson, Matt Turk, Fred Taylor, Shaun Springs, Joey Galloway, and Lawyer Milloy. There are DLC 'accelerators' available to try to talk your retired players into staying.

Re-signings are next, the Giants had 21 players to re-sign. I'm not worried about any of this right now, just trying to quick sim, so I let the AI handle it.

The best player available in FA was Steve Smith, who the AI didn't re-sign for me, he's an 88 OVR. The top rated QB's were Kevin Kolb, Alex Smith, and Matt Moore, all 78 OVR. The top rated RB was Joseph Addai, 86 OVR. Mike Sellers, 82 OVR at FB. 8 WR's that were 80 or higher, the highest being Smith at 88, also the AI didn't re-sign Mario Manningham for me either, he's an 80. Kevin Boss was the highest rated TE at 83, after him though was Anthony Fasano, 79. Only 2 OL rated 80 or higher. Only 2 DL over 80, and surprise, they were both players the AI didn't re-sign for me. Highest rated LB were 3 players rated 79. 3 DB's rated 80 or higher. A handful of decent K or P.

All in all, only 22 players at least 80 OVR or higher, the highest being Steve Smith at 88. That number would be a lot less if I had actually re-signed my own players.

Draft later or tomorrow.
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Old 07-29-2010, 11:55 PM   #49
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Same shitty Madden Franchise we've come to love...I mean loathe.
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Old 07-30-2010, 02:09 AM   #50
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Quote:
Originally Posted by Sun Tzu View Post
Same shitty Madden Franchise we've come to love...I mean loathe.


Color me confused.

I didn't see anything wrong with the franchise mode there.

OK, there was one thing, the Broncos aren't making the Super Bowl. There aren't a ton of to flight FA's in the NFL and from what was written above that was reflected in the game. The AI not resigning my own players thing doesn't bother me because I would obviously sign my own guys. The stats looked good as well.

Outside of the Donkey's in the big game, what bothered you about that?

Last edited by TroyF : 07-30-2010 at 02:09 AM.
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