So does anyone have an idea on when the next blog is coming out?
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 (Answers in first post)
When running in the open field do ball carriers turn their head to look behind them or beside them for pursuing defenders? Do the stiff arm attempts work with consistency now?Last edited by SportsGamer94; 05-23-2016, 01:44 PM.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
No but Rex did say they have 3 more gameplay blogs to release. Zones, ball physics and ??? Maybe Marc's favorite new feature?!?Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
No/not sure, still being tuned.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
Might as well toss this into the bucket of questions: Have you noticed if players still tackle with limp arms?
Players would tilt their head upwards, with their arms hanging by their sides, stick their chest out and runs into the ball carrier, hoping their chest and abdominal midsection is enough to make the tackle. Classic example seen with player #39 (the middle guy).
Has any one person even mentioned this to the developers? Do we know why this happens? Why aren't player "subconsciously" more "aware" of their arm position so to speak?
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
This was tweeted to Clint Oldenburg back in December. He wasn't definitive, but the reply was there was a good chance it would make it in."A man can only be beaten in two ways: if he gives up, or if he dies."Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
Just trying to get an understanding for why it happens and why it doesn't happen. Something in the programming language is likely telling player X to tackle with his arms whereas that same code doesn't register with player Y in Z situation. What's the difference between a player that does tackle with his arms/hands (because you do frequently see tackles with arm involvement) versus ones that tackles only with chest/abs/upper torso? Is the code signaling players to reach with their appendages "lost" because the sequence or player proximity fails to trigger "arm reach?"
If majority of the time players limp tackles, then I could understand the idea of "ragdoll being ragdoll," but the thing is that "when" it happens isn't ever clearly defined. Where's the threshold for the action potential?
Again, not really expecting any answer, more of me throwing my thoughts out there, and more of me wondering if there's any type of resolution the developers may have up their sleeves ...Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
I was against real-time physics in football back when people lost their minds over BackBreaker and I'm against it now. It's only hurt the game and you can find countless videos showing the ridiculous outcomes real-time physics has caused. So many new problems got introduced by adding RTP, issues that can't be fixed just because of how RTP works.
I'll take well done standard motion capture over what was nothing more than a passing fad in football games any day. I'm tired of flailing limbs and folding bodies. I'm tired of all the silly looking outcomes that happen because RTP has to play out.
It was a nice idea, but it didn't work, it died right in front of us, and we're just dragging a dead carcass now.Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
Since you put it that way, the non-real-time physics was a better approach since this was never an issue when that was the chief system.
I was against real-time physics in football back when people lost their minds over BackBreaker and I'm against it now. It's only hurt the game and you can find countless videos showing the ridiculous outcomes real-time physics has caused. So many new problems got introduced by adding RTP, issues that can't be fixed just because of how RTP works.
I'll take well done standard motion capture over what was nothing more than a passing fad in football games any day. I'm tired of flailing limbs and folding bodies. I'm tired of all the silly looking outcomes that happen because RTP has to play out.
It was a nice idea, but it didn't work, it died right in front of us, and we're just dragging a dead carcass now.
Ouch. Gawd, I know I am in the minority, but man, I really enjoyed how madden 13 played with what I assume was a mostly or exclusive RTP engine. To clarify, I liked the way it PLAYED, meaning, during gameplay, I loved what I saw. Now, right AFTER the play, there were rag doll issues and limbs flailing. But, actual gameplay was fantastic. I literally saw new animations every single game. Every tackle, legit, did look different, and this added so much more realism for me. Again, the weird pileups after the tackles was awkward, and I thought that THAT was what they would work on going forward. I was extremely disappointed with 25 that it went back to some canned, some RTP. I think I watched an interview with Rex explaining the difficulties without canned animations, and I understand what they may be and understand they gotta do what they gotta do. But, in theory, if u could create a 'perfect' RTP engine, u would create the best football game ever (or BBall, or soccer, etc). By 'perfect', I, of course, mean no 'flailing limbs', etc.
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
mrprice33,
Any significant improvement to blocking animations? For example, is there engaged player mobility... engaged players moving laterally (and vertically) on tosses, stretch plays, returns?
New block types were mentioned (step, reach, etc.). Lateral movement was mentioned. But no mention of engaged players moving laterally.Shout out to The Watcher! Where you at bruh?Comment
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Re: I've played ~40 hours of Madden 17: AMAlmost Anything (Answers in first post)
mrprice33,
Any significant improvement to blocking animations? For example, is there engaged player mobility... engaged players moving laterally (and vertically) on tosses, stretch plays, returns?
New block types were mentioned (step, reach, etc.). Lateral movement was mentioned. But no mention of engaged players moving laterally.
I believe so. Stretch plays looked totally different. I wasn't looking for the specific reason, but I have to think this is why.
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