Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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  • aholbert32
    (aka Alberto)
    • Jul 2002
    • 33106

    #451
    Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

    Originally posted by 4thQtrStre5S
    IT is MY opinion that the inaccuracy system that was initially touted to be in game, was changed do to complaints from tourney/head to head players and/or game changers....

    Again, just my opinion....It just seems the above mentioned people tend to not want any interference to game play by attributes and sliders and penalties or bad snaps, etc..they want each player to perform evenly and make games dependent solely on stick skills....
    This. I believe this too. Casual fans hate random interference too.

    Comment

    • 4thQtrStre5S
      MVP
      • Nov 2013
      • 3051

      #452
      Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

      Originally posted by aholbert32
      This. I believe this too. Casual fans hate random interference too.
      I am against randomness too; I am even more against randomness with madden because I believe it truly is random that things happen in game, or are predetermined on some algorithms that do not take into account player attributes.

      If attributes mattered, and game results had a semblance of realism, I could accept penalties and a bad snap here and there..

      Comment

      • tyberious4now
        Tiger Paw
        • Nov 2004
        • 753

        #453
        Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

        Originally posted by The JareBear

        Not arguing with you or anything, you're right that it's possible in the game, but I feel like what we got with the QB inaccuracy in M15 was not what was touted or shown. I feel like we wouldn't have to drop accuracy to 5 before seeing any semblance of realistic inaccuracy.

        It might be in the game, technically, but it doesn't seem to be the improvement they touted for last years release,

        In my humble opinion, of course.
        Here's the thing and it's a slippery slope regarding inaccurate QB. Take Aaron Rogers how are they going to determine how inaccurate should he be and against what team.

        I've seen alot of QB'S having very good completions against good teams / just like I have seen good QBs having bad games against bad teams (NFL )...


        It's extremely difficult to quantify what a QB may or may not do on any given Sunday..

        Now..and I've been on this site for a very long time, people can and will complain that the QB is to acurate or too inaccurate and ask for a patch for this which will please them and make others upset. It's hard to please the masses. So if I have to manually adjust my sliders for inaccurate passes I'm fine with that..

        Comment

        • 4thQtrStre5S
          MVP
          • Nov 2013
          • 3051

          #454
          Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

          Another game issue I really hate, is the replay system...If a fumble occurs and you recover, and a review is triggered, you know the fumble will be overturned...

          IMO, the review system should be taken out and time should be spent on game play fundamentals..
          Last edited by 4thQtrStre5S; 05-19-2015, 11:32 AM.

          Comment

          • PSUEagle
            Rookie
            • May 2012
            • 43

            #455
            Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

            RE: debate on randomness and making player attributes matter

            I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.

            What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.

            Comment

            • Big FN Deal
              Banned
              • Aug 2011
              • 5993

              #456
              Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

              Originally posted by howboutdat
              Here is another thing id love to see in the game, Real Defensive Disguise ,one that works. It was in madden 25 but it didnt work at all. You could call it pre snap on defense, and your defenders all stood in the same place, never moved an inch. Many guys know how to read a defense well. It would be nice if they would put in a real defensive disguise that actually works, where you could hit it before even your guys line up or after, and actually watch them line up to show something different than what your running. I used to just laugh , they claimed that was in madden 25, yet it never , ever worked.

              Sure in Madden 15, they added actual set plays that were meant to do this, however there arent that many of them , and id like to be able to throw off my opponent at any time with any play call i choose. So i really hope they add it as a pre snap adjustment that actually works this time. Would make playing a human much more exciting , if your defenses could mask what they are really going to do pre snap.
              I sorta agree with this but I disagree about the pre snap part because for me, preplay adjustments in Madden are out of control, offensive and defensive. I'd much rather see things like disguise coverage be a part of the playcall screen and/or team management game planning. I think when they first added it I was wondering why every play in the defensive playbook didn't just have a "disguise" option in the playcall screen, allowing the play to be called "normal" or "disguised", like they have for "flip".

              The preplay on field adjustments negate or at least diminish the need for careful playcalling and game planning because gamers can just ad lib on gameday and that ain't football. Football is about preparation, execution and adjustments, not freestyling and ad libbing. Sure there have been exceptions on certain plays and even with certain players but as a rule ain't no team winning or even competing in a NFL game coming out playing sandlot, drawing up plays in the dirt on the fly.

              Comment

              • SonsUfPonarchy
                Rookie
                • May 2015
                • 13

                #457
                Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                I just don't see how these folks can state how emphatic they are at creating a better sim environment, then turn around and launch an initial marketing campaign based on the player taking even more control of the QB/WR/DB outcome and highlighting button-mashing features, for lack of a better term, as one of the new improvements to '16.I get it, from a marketing standpoint, but it's disingenious.

                Comment

                • The JareBear
                  Be Good To One Another
                  • Jul 2010
                  • 11560

                  #458
                  Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                  Originally posted by PSUEagle
                  RE: debate on randomness and making player attributes matter

                  I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.

                  What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.
                  So you feel that a guy with 70 accuracy should play the same as a guy with 90 accuracy as long as it's the same elite gamer holding the sticks?

                  Not trolling here, sincere question just to make sure I understand your point of view
                  "Successful people do not celebrate in the adversity or misfortune of others."

                  OS Blog

                  The Tortured Mind Of A Rockies Fan. In Arenado I Trust.

                  Comment

                  • howboutdat
                    MVP
                    • Nov 2012
                    • 1908

                    #459
                    Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                    Originally posted by Big FN Deal
                    I sorta agree with this but I disagree about the pre snap part because for me, preplay adjustments in Madden are out of control, offensive and defensive. I'd much rather see things like disguise coverage be a part of the playcall screen and/or team management game planning. I think when they first added it I was wondering why every play in the defensive playbook didn't just have a "disguise" option in the playcall screen, allowing the play to be called "normal" or "disguised", like they have for "flip".
                    Yeah i can agree there. It dont have to be pre play adjustment , just used that as my example because that how it was in m25 . My Main point was, we should be able to disguise ANY d play . Not just a handful. I personally like your idea, let it be something where u just press R2 before picking play , as u mentioned above, Main thing, let it be an option for all d plays, not just a few .
                    Yup, i said it !



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                    Comment

                    • Big FN Deal
                      Banned
                      • Aug 2011
                      • 5993

                      #460
                      Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                      Originally posted by PSUEagle
                      RE: debate on randomness and making player attributes matter

                      I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.

                      What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.
                      I just don't get this, the best analogy that has been used time and time again is basketball games, Shaq or Yao Ming shouldn't be making 3 pointers just because the User got a perfect release and was wide open. Likewise for football, the best a User should be able to accomplish with a player is the best that player is statistically expected to be capable of in real life, ie their ratings/skill set. I'll never understand how something so universally agreed on before current Madden and still in other sports sims, gets demonized as anti-User control and anti-video game.

                      Madden needs to have it's own unique option sets I guess but so be it, just have an option for real stats performance vs User control performance, like basketball games have for free throws, smh.

                      Also that line of thinking about adding tools to combat User control, is part of what got Madden into the unrealistic mess it's in now, imo. Instead of adding realistic User limitations, based on in-game player limitations, add more unrealistic User control to combat existing unrealistic User control. An eye for eye and the strategy in the game is blind to football fundamentals and instead of a football game we have 1v1 real time strat.

                      Comment

                      • PSUEagle
                        Rookie
                        • May 2012
                        • 43

                        #461
                        Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                        Originally posted by The JareBear
                        So you feel that a guy with 70 accuracy should play the same as a guy with 90 accuracy as long as it's the same elite gamer holding the sticks?

                        Not trolling here, sincere question just to make sure I understand your point of view
                        I gotcha.

                        I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.

                        In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).

                        In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.

                        My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.

                        Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).

                        So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.

                        Comment

                        • Big FN Deal
                          Banned
                          • Aug 2011
                          • 5993

                          #462
                          Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                          Originally posted by 4thQtrStre5S
                          I am against randomness too; I am even more against randomness with madden because I believe it truly is random that things happen in game, or are predetermined on some algorithms that do not take into account player attributes.

                          If attributes mattered, and game results had a semblance of realism, I could accept penalties and a bad snap here and there..
                          Exactly, whenever I see something football based claimed to not be fun or acceptable in relation to Madden, I often come to the conclusion of "yeah, not the way they do it". Randomness with context is a completely different gaming experience than randomness without. For example, tipped passes are a random event that are currently in Madden, they aren't intentional and even with User control one would be hard pressed to trigger them or prevent them, they just can happen given the right context. They can result in an INT, a reception or fall to the ground. "Casuals" aren't screaming for tipped passes to be removed from the game, in fact I'd argue that it's exciting in Madden when a ball is tipped and the outcome uncertain, because it's so seemingly unscripted.

                          Imo, the same thing applies to other random football events, if they added them with proper contextual animations, that trigger during applicable scenarios, then they would be accepted like tipped passes.
                          Last edited by Big FN Deal; 05-19-2015, 12:40 PM.

                          Comment

                          • SolidSquid
                            MVP
                            • Aug 2014
                            • 3159

                            #463
                            Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                            Originally posted by PSUEagle
                            I gotcha.

                            I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.

                            In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).

                            In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.

                            My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.

                            Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).

                            So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.
                            It's the catch 22 with not just madden but sports games in general. User Control vs Ratings. While I understand everything you said I don't agree with it. When I play nba2k I'm forced to tailor my game plan to the pieces I have on the court based on ratings. If I'm Clippers I'm pounding the ball inside and throwing lobs, looking for JJ to hit those 3s and using CP3 in the pick and roll. I shouldn't be able to shoot 3s all day with Griffin and Deandre bc I'm able to hit the perfect release. When I play the show I don't pinch hit for the pitcher and leave the batter in to pitch the next half inning, why? Bc even if I get a perfect release he's still gonna get torn up.

                            In madden if I'm playing as the Jags i should know/expect Bortles to have a couple bad throws. So I would tailor my game plan to that by maybe limiting his attempts or not throwing certain routes.

                            Like you said some qbs do things better than others but it's not reflected very well if at all in madden.

                            Comment

                            • Big FN Deal
                              Banned
                              • Aug 2011
                              • 5993

                              #464
                              Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

                              Originally posted by PSUEagle
                              I gotcha.

                              I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.

                              In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).

                              In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.

                              My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.

                              Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).

                              So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.
                              I think this disconnect or disagreement is at least in part about in-game execution vs capability. All NFL QBs are capable of passing basics but much of that goes out the window on the big stage, during actual games. Now couple that with that fact that certain QBs actual have better skill sets than other Qbs and sometimes just differing skill sets. So considering Madden doesn't really do a good job of differentiating players using tiered animations for QB releases and mechanics, we're left with player ratings.

                              Based on that, if in Madden we have a User controlling Rodgers vs the same User controlling Manziel, in identical pass plays and coverage, yes reading the defense should be and is completely on the User, as well as where to attempt to place the pass and when to throw the pass. However where virtual Rodgers and Manzeil specific skill sets/ratings come into play (AWR/pass accuracy), is how well it's all executed/plays out. Think of it as the QBs are different firearms, you can aim dead center with anyone of them but each one inherently has varying realities with regard to hitting the target.

                              Comment

                              • PeoplesChampGB
                                All Star
                                • May 2012
                                • 6003

                                #465
                                I havent played NBA 2K in a few years but I distinctly remember having an option to base shot accuracy on stick skills, real life percentages, or both. Why cant Madden do something like that with QB Accuracy? It would satisfy everyone.
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