I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

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  • therealsmallville
    Pro
    • May 2011
    • 940

    #346
    Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

    I haven't posted in here yet, but I have a couple for you & they are both relevant to the Game Informer article:

    1. It mentions that downfield blocking on returns is mostly the same as before, but did you notice if the blocks themselves were better at all with creating any lanes? Or are returns going to be like last years?

    2. You mention the QB getting hit & the ball popping out...did this happen a lot? Madden 08 (I think it was 08) had this issue where everytime you got hit while trying to throw, the ball would pop in the air & get picked by a DL for an automatic TD.

    Thanks for taking the time with everyone's questions, it's really appreciated.
    Please, read my story & learn how you can make a difference here: https://life.indiegogo.com/fundraise...her/x/12104444

    Born in '82, 49er Faithful since 1986!

    Comment

    • cali_sav81
      Just started!
      • May 2016
      • 3

      #347
      Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

      Did you notice, when scrambling with a QB, the same stiff turning as in 16??

      Seemed to me like on 16 and MAYBE 15, the turning upfield while scrambling with the qb, you would always have to almost stop and cut if you rotated the analogue even slightly.

      Comment

      • cali_sav81
        Just started!
        • May 2016
        • 3

        #348
        Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

        BTW I just wanted to be one to say, thank you for taking your time out to respond and attempt to answer as many ?'s as you could.

        Comment

        • jpdavis82
          All Star
          • Sep 2005
          • 8793

          #349
          Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

          Originally posted by cali_sav81
          Did you notice, when scrambling with a QB, the same stiff turning as in 16??



          Seemed to me like on 16 and MAYBE 15, the turning upfield while scrambling with the qb, you would always have to almost stop and cut if you rotated the analogue even slightly.


          That's because QBs aren't supposed to be cutting on a dime but if they tied it to ratings in 17 we should be good.

          Comment

          • mrprice33
            Just some guy
            • Jul 2003
            • 5986

            #350
            Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

            Originally posted by therealsmallville
            I haven't posted in here yet, but I have a couple for you & they are both relevant to the Game Informer article:

            1. It mentions that downfield blocking on returns is mostly the same as before, but did you notice if the blocks themselves were better at all with creating any lanes? Or are returns going to be like last years?

            2. You mention the QB getting hit & the ball popping out...did this happen a lot? Madden 08 (I think it was 08) had this issue where everytime you got hit while trying to throw, the ball would pop in the air & get picked by a DL for an automatic TD.

            Thanks for taking the time with everyone's questions, it's really appreciated.
            Return blocking was untouched as far as I know.

            The QB hits were something that were getting tuned on a daily basis. Retail will likely be different from any of the builds I played. I'll definitely check into it when I get retail though.

            Comment

            • mrprice33
              Just some guy
              • Jul 2003
              • 5986

              #351
              Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

              Originally posted by cali_sav81
              Did you notice, when scrambling with a QB, the same stiff turning as in 16??

              Seemed to me like on 16 and MAYBE 15, the turning upfield while scrambling with the qb, you would always have to almost stop and cut if you rotated the analogue even slightly.
              When using a running QB (like Tannehill) it didn't feel terribly different from using an average ballcarrier. I didn't try it with the statues.

              Comment

              • DeuceDouglas
                Madden Dev Team
                • Apr 2010
                • 4297

                #352
                Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                Originally posted by mrprice33
                Return blocking was untouched as far as I know.
                How about coverage units? Do they still release extremely late even when using Max Cover? Also do the gunners still get stonewalled at the line leaving tons of room for returns?

                Comment

                • mrprice33
                  Just some guy
                  • Jul 2003
                  • 5986

                  #353
                  Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                  Originally posted by DeuceDouglas
                  How about coverage units? Do they still release extremely late even when using Max Cover? Also do the gunners still get stonewalled at the line leaving tons of room for returns?
                  Nothing about punt and kick returns stuck out to me as different.

                  Comment

                  • SolidSquid
                    MVP
                    • Aug 2014
                    • 3159

                    #354
                    Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                    Originally posted by jpdavis82
                    That's because QBs aren't supposed to be cutting on a dime but if they tied it to ratings in 17 we should be good.
                    Mariota Cam Kap Russ beg to differ

                    Comment

                    • jpdavis82
                      All Star
                      • Sep 2005
                      • 8793

                      #355
                      Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                      Originally posted by SolidSquid
                      Mariota Cam Kap Russ beg to differ


                      My bad was supposed to say most QBs

                      Comment

                      • Big FN Deal
                        Banned
                        • Aug 2011
                        • 5993

                        #356
                        Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                        You said in another thread that no scripting on the path of the ball is a "massive" deal, can you elaborate? No impressions, just actual things you experienced/saw in-game that made this addition apparent.

                        To be even more specific, since I see you talked some about ball physics earlier ITT, I mean on passes/pass plays.

                        Comment

                        • mrprice33
                          Just some guy
                          • Jul 2003
                          • 5986

                          #357
                          Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                          Originally posted by Big FN Deal
                          You said in another thread that no scripting on the path of the ball is a "massive" deal, can you elaborate? No impressions, just actual things you experienced/saw in-game that made this addition apparent.

                          To be even more specific, since I see you talked some about ball physics earlier ITT, I mean on passes/pass plays.


                          Go back a few pages

                          Comment

                          • Big FN Deal
                            Banned
                            • Aug 2011
                            • 5993

                            #358
                            Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                            Originally posted by mrprice33
                            Go back a few pages
                            Originally posted by mrprice33
                            Some sequences I saw:

                            Defender punches out a fumble from the back right, ball flies forward and left into arms of DB who catches it and returns it for a TD.

                            Pass over the middle is not caught by WR but tipped in air, other WR catches it on a full dive.

                            QB gets hit as he throws, ball comes out rotating on its side axis, pops up in the air, pick.

                            QB passes, tipped at line by d lineman, pops in air, pick.

                            RB has ball stripped, turns head to locate it, dives on it, pushes it away, kicked and then recovered by offense.

                            And so. Much. More.
                            If you mean this post, then that's the one as was referring to that I already saw but was hoping you could elaborate on the "much. more"

                            All those you mentioned earlier seem to involve turnovers or spectacular completions but I'm asking about more of the mundane type passes, where this no path scripting had a notable effect. To explain more, in past Maddens even basic things like pass inaccuracy and just a general sense of reasonable uncertainty/dynamics when passing, hasn't been represented well due to the tethering of the ball, with that no longer the case, what's some examples of passes, other than highlight plays, being different?

                            I'm trying to explain what I'm asking as well as possible but if it's still not being understood, it's all good, lol.

                            Comment

                            • SolidSquid
                              MVP
                              • Aug 2014
                              • 3159

                              #359
                              Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                              Originally posted by Big FN Deal
                              If you mean this post, then that's the one as was referring to that I already saw but was hoping you could elaborate on the "much. more"

                              All those you mentioned earlier seem to involve turnovers or spectacular completions but I'm asking about more of the mundane type passes, where this no path scripting had a notable effect. To explain more, in past Maddens even basic things like pass inaccuracy and just a general sense of reasonable uncertainty/dynamics when passing, hasn't been represented well due to the tethering of the ball, with that no longer the case, what's some examples of passes, other than highlight plays, being different?

                              I'm trying to explain what I'm asking as well as possible but if it's still not being understood, it's all good, lol.
                              I don't believe they untethered the ball from the receiver, to say there is still no route based passing in the game. They just gave the ball actual physics instead of having the animations decide what the ball does.

                              Comment

                              • mrprice33
                                Just some guy
                                • Jul 2003
                                • 5986

                                #360
                                Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)

                                Originally posted by SolidSquid
                                I don't believe they untethered the ball from the receiver, to say there is still no route based passing in the game. They just gave the ball actual physics instead of having the animations decide what the ball does.


                                This, to my understanding, is correct. It's not 100% physics based the way the game itself isn't 100% physics based. There are physics influencing parts of it but the underlying ball mechanics are not completely redone.

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