Yea i def like what I'm hearing, also it will come down to seeing and feeling once the game releases. I'm sure things will have to be tuned and patched but if they come close to the mark on the initial release this might be the madden we've been waiting for since 2008
I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
Yea i def like what I'm hearing, also it will come down to seeing and feeling once the game releases. I'm sure things will have to be tuned and patched but if they come close to the mark on the initial release this might be the madden we've been waiting for since 2008 -
Re: I've played ~40 hours of Madden 17: AMAlmost Anything
Yea i def like what I'm hearing, also it will come down to seeing and feeling once the game releases. I'm sure things will have to be tuned and patched but if they come close to the mark on the initial release this might be the madden we've been waiting for since 2008
1- Offer a patch ( for those who dont like realness in the game) and the option not take that 1 patch as well.
2- break people off in two seprate community types Unpatched / Patched ( this is to keep from pointing out like Sim vs Lobby stigmas )
3- Let the group of people who like the work they put into making it more realistic , play all their games in that one "community" where people could even have their own seprate community , but like normal going to H2H in any mode, would pair you only with those who optioned out of that patch, and same for those who optioned to take the patch.
Just seems like to me that is a way to appease both sides here, and let them play other like minded individuals. As well as other reasons i want to see communities come back.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
The cpu kick returners, to they still down the ball every time single time when its kicked a certain distance in the end zone?Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
I'm speaking specifically about the experience of playing the game, be it gameplay, presentation, etc. There are 2 things that they haven't talked about at all that we all raved about. Of course, your feeling on them may be different than mine but there are definitely things to come.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
I can't really answer this.
I have an hour until my next flight. Hit me with questions!Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
Beyond that, let's keep this thread focused on Q&A with Mr Price and not wishlist items please.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
I really wish EA would find a way around this. Like bringing back communities would help.
1- Offer a patch ( for those who dont like realness in the game) and the option not take that 1 patch as well.
2- break people off in two seprate community types Unpatched / Patched ( this is to keep from pointing out like Sim vs Lobby stigmas )
3- Let the group of people who like the work they put into making it more realistic , play all their games in that one "community" where people could even have their own seprate community , but like normal going to H2H in any mode, would pair you only with those who optioned out of that patch, and same for those who optioned to take the patch.
Just seems like to me that is a way to appease both sides here, and let them play other like minded individuals. As well as other reasons i want to see communities come back.
I'm sorry, but none of this will ever happen. Online infrastructure is delicate enough as it is, and they'll never split the player base like that.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
Does awareness play a factor in gap assignments? Or can any player of any rating control a gap without issue?? In other words, will my back up, 65 overall NT control their assigned gap with the same success as a high rated player like Aaron Donald?Last edited by dbkaeoz33; 05-14-2016, 01:42 PM.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
Ratings definitely do play a part, but I don't think awareness is as important as you'd think. I didn't do any specific comparisons between players as it relates to gap control but I imagine block shed, strength, speed and play rec play more of a role.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
Another one of my gameplay peeves in Madden is that juke moves and stiff arms are not that effective. This resulted in people using the spin move for their primary juke move in 16. One-on-one situations are too canned resulting in a tackle if contact is made during a juke move even when the defender and ball carrier momentum is going opposite directions. Are the jukes and stiff arms more effective in 17? I want to get to the point where making contact with a defender while juking doesn't automatically result in a tackle.Last edited by SportsGamer94; 05-14-2016, 02:01 PM.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
Another one of my gameplay peeves in Madden is that juke moves and stiff arms are not that effective. This resulted in people using the spin move for their primary juke move in 16. One-on-one situations are too canned resulting in a tackle if contact is made during a juke move even when the defender and ball carrier momentum is going opposite directions. Are the jukes and stiff arms more effective in 17? I want to get to the point where making contact with a defender while juking doesn't automatically result in a tackle.
I'll be able to talk about this more when they get more in depth about the tiered system. Some of these moves are more or less effective depending on the tier of ball carrier.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything
1. Can you elaborate on franchise some? 45 man gameday rosters, waivers, RFA, practice squads, formation subs, new scouting system? Any of those make it in? Or just say the ones that didn't make the cut.
2. They said they added more trick plays on ST, can you elaborate? Are there trick plays on kickoffs and PR's as well? Also, did they add any new trick plays to offense?
3. How steep is the learning curve? I hate relearning what works and what doesn't. Crosses, drags, and post/corners are a huge part of my offense.
4. Is the ice the kicker the same as it was in NCAA where the meter is frozen over, and does the clutch trait counter i?
5. Speaking of the meter, how hard is it really? Will we finally see people missing chip shots on occasion? And did they make accuracy matter, so even if you perfect the meter, but have a crap K you can still miss?
6. In your opinion is running easier, harder or thE same as 16?
7. What kind of new plays will we see on offense?Last edited by Godgers12; 05-14-2016, 02:09 PM.Green Bay PackersSeattle MarinersNew York Rangers
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