What it boils down to is, EA/Tiburon cannot seem to get uniforms correct, how can anyone truly expect them to get football fundamentals and physics correct?
Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
What it boils down to is, EA/Tiburon cannot seem to get uniforms correct, how can anyone truly expect them to get football fundamentals and physics correct? -
Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
It all comes back to limited dev time and EA Tiburon's priorities for Madden, according to what they have stated.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
As I have stated before, I believe attributes do not have much effect in game, except for speed...Sliders do something that effects gameplay, but there seems to be no rhyme or reason and no one at EA has been forth coming with slider info...So, with that:
Lets accept that most professionals are very close in basic attributes; they are professionals, yes? So, with that, it must be determined how many pro bowl type players are on any given team and truly make them standout with working attributes....Next I believe:
There needs to be true differences between team playbooks...Playbooks generally have the same basic plays listed under the "Star" system, which means all teams are generally set to call the same game...There is no attention to making playbooks even remotely similar to the scheme of the team they are assigned to; hence we need to be able to edit CPU playbooks and assign them to the CPU team..Which then means:
With so many players in the NFL being of similar abilities, with a handful of the 2,500 plus players being pro-bowl and elite status, it seems that coaching and schemes are where it truly matters...Hence why so much focus must be made on creating solid playbooks and teams specific schemes...
Even in CFM, the ability to assign somewhat proper game play schemes to a specific coaching style should be an achievable goal...Even being able to assign playbook schemes to the roster personnel should be doable..
The time and dedication just needs to be there...EA/Tiburon may want to start by having more than one person in on the attribute settings - the apparent fact that one person handles all the attributes further supports my belief that attributes do nothing but look pretty....Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I have been in the middle of a little experiment; I went into "Play Now" and setup a CPU vs CPU game, Giants v Redskins, with EA default rosters and settings....
1st result with default settings and attributes, both QB's, Manning and Griffin III completed around 80% of their passes, and according to their collection of attributes for passing, throw accuracy, short, medium, and deep accuracy...Griffin's default Throw accuracy is 78 and Manning is 84, which goes in line with the base pass completion percentage...
I did a second CPU vs CPU game with the same teams, but edited their throwing accuracy attributes to range between 60 and 70; on my first run through, Manning had a completion percentage of 68.4 and griffin 74.3...A much more plausible outcome, and their passing yards were between 289 and 326 for both QB's, which is also plausible...
My conclusion is, that there may be actual ratings being implemented in the game play results, but they are too high in a number of areas, such as pass accuracy....Seems a pass accuracy of 80 out of 100 suggests a QB may complete about 80% of their passes, and my brief test seems to support this hypothesis...
Curious to get others' opinions..
In the NFL, 2014 season, there was a difference of 11% completion percentage between the top QB and the worst QB, 69.9% to 58.1%, considering a base number of attempted passes...That is a rather tight grouping...
Last edited by 4thQtrStre5S; 05-19-2015, 01:27 PM.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
4th,
After hundreds of hours testing with my classic roster, I found the same thing. QBs were rated too high if I followed EA's example. I had guys completing 78-90% on a regular basis. It should be noted I am a Coach only player but most of my testing was done CPU vs CPU.
I wound up lowering QB Accs ratings for short, medium, and long pretty drastically and saw much better results as you mentioned. I never uploaded this roster version as I was still testing but my findings support your example.
CComment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
You all might give the FBGratings roster a shot as well (I imagine by now that someone has created one on Roster Share), they lower the average ratings across the board and increases the rating spread, so elite players should stand out more as well.
I liked playing with those for Madden NFL 25, but I haven't had much of an opportunity to give em a go in Madden NFL 15 unfortunately.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
4th,
After hundreds of hours testing with my classic roster, I found the same thing. QBs were rated too high if I followed EA's example. I had guys completing 78-90% on a regular basis. It should be noted I am a Coach only player but most of my testing was done CPU vs CPU.
I wound up lowering QB Accs ratings for short, medium, and long pretty drastically and saw much better results as you mentioned. I never uploaded this roster version as I was still testing but my findings support your example.
C
I have tested speed in practice mode, using a stop watch and haven't found a glaring problem there; they generally seem to fit with 40 times...Curious though if you, or anyone else has done such tests and what were the results?Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
You all might give the FBGratings roster a shot as well (I imagine by now that someone has created one on Roster Share), they lower the average ratings across the board and increases the rating spread, so elite players should stand out more as well.
I liked playing with those for Madden NFL 25, but I haven't had much of an opportunity to give em a go in Madden NFL 15 unfortunately.
With that in mind I am going to download the FBGrating rosters again..I know there is one for Xbox One and PS4; they can be found in the Roster section here on OS..
EDIT: I just checked the FBG Madden Ratings site, and none of the attributes are showing for the handful of players I checked; anyone else have this issue? ALSO: I downloaded the FBG gaming roster for Xbox One, which were created by a community member, who I assume is not a part of the FBG site and upon initial review, many of the QB accuracy ratings are not edited or still too high, for example, A.Rodgers is still in the 90 percentile in accuracy across the board..Last edited by 4thQtrStre5S; 05-19-2015, 01:46 PM.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
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.
Other factors need to have a bigger impact too. Accuracy drops a little if Rodgers is hit as he throws and Manziels chances of completing as pass as he's hit should be much lower. Rolling out to your left with righties, same thing.
User control should play a roll, it just should be a lot harder with Tolzien than Rodgers that's all. I would like to see it so that if Rodgers goes down, I know with Tolzien I'm going to need a great game from me the user. Bad mechanics, pressure or just trying to hit tight windows will do me in when I can get away with it using Rodgers.
I don't care if a user puts up record numbers with Manziel as long as it's something really difficult to do. That's really the problem to me.
With Madden, it doesn't matter near enough if I'm throwing on the run, across my body or getting hit or standing in a clean pocket. The ball is tethered to the wr and placement means minimal. So say I do throw it behind my guy, I can take control of a wr, stop on a dime and make a catch anyways.
Tethered passing is for easy pick up and play and its the worst for differentiating players no matter what their ratings are. Route based passing is a must. Let's hope these new controls at least do a really good job of RBP.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
Great posts these last couple pages.
I like the idea of gamers being given more options on how they can play their game."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
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
@KJ, I agree with all that in relation to Madden's issues with differentiating player performance but in the post you quoted I was just referring to User control in relation to in-game player's capabilities in general. Some people seem to equate User control with the ability to manually override any and every aspect of an in-game player vs the challenge of utilizing their aspects. It's like saying in Street Fighter whoever I choose shouldn't matter, I should be able to do every move and combo available in the game, if I have the sticks skills to pull them off, that completely defeats the purpose of having different characters with different aspects.
That said, even though I disagree with that POV, I'm all for an option to allow those that want to play that way to do so.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
Connected Franchise: "as well as all-new dynamic goals throughout each game."
I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play.
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
Connected Franchise: "as well as all-new dynamic goals throughout each game."
I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play.
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
Connected Franchise: "as well as all-new dynamic goals throughout each game."
I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play.
This stuff can have its' place, imo, like I mentioned, they could tie this stuff into player marketability in CFM, with respect to contract demands, offers, trade value, team interest, etc, yearly awards and accolades, even playing time, things along those realistic lines but completely separate from their in-game skill development. They would still have these Xp systems in place, for Users to interact with if they choose, they would just be tied to more applicable realistic elements.Last edited by Big FN Deal; 05-19-2015, 02:58 PM.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
@KJ, I agree with all that in relation to Madden's issues with differentiating player performance but in the post you quoted I was just referring to User control in relation to in-game player's capabilities in general. Some people seem to equate User control with the ability to manually override any and every aspect of an in-game player vs the challenge of utilizing their aspects. It's like saying in Street Fighter whoever I choose shouldn't matter, I should be able to do every move and combo available in the game, if I have the sticks skills to pull them off, that completely defeats the purpose of having different characters with different aspects.
That said, even though I disagree with that POV, I'm all for an option to allow those that want to play that way to do so.
I'd like to see qb play in madden something like pitching in the Show, where user control allows you to pick a corner of the strike zone, but ratings determine how well you hit your spot. Not necessarily remove user control, just put more using the qb and a lot less on usering the intended wrs.
Options are great but I'm not sure how that would work in this case. Going from tethered passing to route based passing would involve changing the wrs responsiveness, as well as the ball trajectories. Basically the entire passing game. It's really an either or to me and they've already said these new controls are just a layer on the existing system so I don't think it'll be the route based I'm hoping for but that's what I'd like to see.Comment
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