Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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  • jfsolo
    Live Action, please?
    • May 2003
    • 12965

    #46
    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

    Things that I'm pretty certain that will be very different on sim mode are higher number of penalties and injuries, more fatigue, and decreased QB accuracy.

    Things that I hope will be different are, realistically short amount of time to throw in the pocket, with the pressure being due to ratings and football concepts not glitching out the blocking A.I., In CFM, no artificial position switching restrictions, a faster and less forgiving kick meter, tackle battle gone.

    Things I'm not expecting this year, bad or bobbled snaps,
    Jordan Mychal Lemos
    @crypticjordan

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    • DeuceDouglas
      Madden Dev Team
      • Apr 2010
      • 4297

      #47
      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

      Originally posted by jfsolo
      Things that I'm pretty certain that will be very different on sim mode are higher number of penalties and injuries, more fatigue, and decreased QB accuracy.

      Things that I hope will be different are, realistically short amount of time to throw in the pocket, with the pressure being due to ratings and football concepts not glitching out the blocking A.I., In CFM, no artificial position switching restrictions, a faster and less forgiving kick meter, tackle battle gone.

      Things I'm not expecting this year, bad or bobbled snaps,
      To the bold, I've been thinking about this and I think it was your interaction with Clint that I saw on Twitter where he was talking about time in the pocket being 1.5 seconds and he said something along the lines of "1.5 seconds is 1.5 seconds" and while that is true the mechanics available to evade pressure in Madden are no where near where they are in reality. All you can really do is try to run wide and get outside in Madden and QB's rarely break tackles so when there's pressure it's almost always a sack. I definitely agree with you though but it's something I'd be willing to be more lenient on because of those things. If O-lineman (and backs) were smarter and there was more engaging and steering than shedding and running free then I'd for sure be with having an ultra realistic amount of time to throw especially now with what target passing could entail.

      And I don't know if these separate settings will change anything inside CFM but I could definitely be on board with that. And 100% agree with the kick meter and tackle battle. Those are the exact type of options I want to see this year.

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      • illwill10
        Hall Of Fame
        • Mar 2009
        • 19791

        #48
        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

        Originally posted by jfsolo
        Things that I'm pretty certain that will be very different on sim mode are higher number of penalties and injuries, more fatigue, and decreased QB accuracy.

        Things that I hope will be different are, realistically short amount of time to throw in the pocket, with the pressure being due to ratings and football concepts not glitching out the blocking A.I., In CFM, no artificial position switching restrictions, a faster and less forgiving kick meter, tackle battle gone.

        Things I'm not expecting this year, bad or bobbled snaps,
        Yeah, I just can't see bad snaps, injuries away from ball, more AI false starts this year. Little Things like that aren't really added until the game is established with their game play. Especially stuff like that would upset casual users.
        I'm definitely going with Simulation. Hopefully positional ratings will matter. I think a lot of people will have Arcade and Competitive mixed up. Where Arcade will be easier, more high power offense, and have more cheesy/flashy animations occur more often. Competitive is more of how well you are with the sticks than ratings.

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        • DeuceDouglas
          Madden Dev Team
          • Apr 2010
          • 4297

          #49
          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

          Originally posted by illwill10
          more AI false starts this year
          That is something I'd like to see different within settings as well. With the way it is currently, false starts (and offsides/neutral zone) on both sides can only be triggered with a hard count. So if you never hard count then you'll almost never see either of them on offense. I'd like that to be changed so that they were a bit more random in nature.

          One thing I forgot to add that I'd like to see as well is a lot tighter coverage on simulation settings. Windows are small in the NFL and I want to feel that. That's one of those global issues though that I don't think separate settings could really separate.

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          • Rocky
            All Star
            • Jul 2002
            • 6896

            #50
            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

            Eventually, I would like to see this extend to the movement of players....especially QB's and DB's. There needs to be realistic momentum and planting with these positions.
            "Maybe I can't win. But to beat me, he's going to have to kill me. And to kill me, he's gonna have to have the heart to stand in front of me. And to do that, he's got to be willing to die himself. I don't know if he's ready to do that."
            -Rocky Balboa

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            • Madwolf
              MVP
              • Jul 2007
              • 1327

              #51
              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

              I'm pretty excited about all of this. I think the first part of simulation mode, at it's core, should be making the ratings correspond to the real life game especially in terms of QB accuracy (especially under pressure), tacking, pass rushing, and other areas.

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              • jfsolo
                Live Action, please?
                • May 2003
                • 12965

                #52
                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                @KoolaidTheGreat @TheBlackPH03N1X I'm a sim player and I am averaging 4-5 INTs on competitive game style w All Pro difficulty.
                Rex Dickson (@RexDEAFootball) May 13, 2017
                @jfsolo23 @KoolaidTheGreat @TheBlackPH03N1X My usual on simulation 2 per game. Reason: Lower drop INT chance on competitive. I get 3 bad reads per game that are dropped by LB's on sim
                Rex Dickson (@RexDEAFootball) May 14, 2017
                So this is an interesting tidbit. Rex hasn't yet answered the follow up question about whether or not the drops on sim style are tough INT chances that the LB just couldn't corral or if they are just wide open drops.

                It seems that as of right now, sim players can get away with more mental mistakes. It's a conundrum, I want ratings to be respected, but I also want the toughest mental challenge.
                Jordan Mychal Lemos
                @crypticjordan

                Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

                Do the same thing tomorrow. And the next. Now do it forever.

                Comment

                • NDAlum
                  ND
                  • Jun 2010
                  • 11453

                  #53
                  Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                  So I wonder if competitive basically just takes out the randomness aka ratings. So basically catch won't even matter. If it hits the hands it'll be caught no questions asked.

                  Isn't that what the competitive crowd wants?
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                  • DeuceDouglas
                    Madden Dev Team
                    • Apr 2010
                    • 4297

                    #54
                    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                    Originally posted by NDAlum
                    So I wonder if competitive basically just takes out the randomness aka ratings. So basically catch won't even matter. If it hits the hands it'll be caught no questions asked.

                    Isn't that what the competitive crowd wants?
                    This pretty much falls in line with what I was expecting. No dropped picks or passes. More than likely fumbles only triggered by user hit sticks. Stuff like that.

                    The interception tweet is interesting because I think there are certain areas that definitely cross over in terms of simulation and competitive and I think that's one of them. If I'm throwing passes directly to players and making terrible reads, I should pay and pay often. That's pretty universal and it goes both ways. I don't want to be dropping a ton of picks or knocking down passes thrown right to my players but the key there is making the AI smart enough to make those opportunities hard to come by and having them come from things like pressure and/or bad ratings because right now they're entirely too common.

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                    • 4thQtrStre5S
                      MVP
                      • Nov 2013
                      • 3051

                      #55
                      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                      Originally posted by NDAlum
                      So I wonder if competitive basically just takes out the randomness aka ratings. So basically catch won't even matter. If it hits the hands it'll be caught no questions asked.

                      Isn't that what the competitive crowd wants?
                      I am also thinking along those lines, but would add that Competitive play would also be more about the user clicking on the player to make a catch, or clicking on nearest defender to make a better tackle, and also may have bonuses to usering a player.

                      Already in MUT there is a chemistry, and the actual chemistry and what it does escapes me, though I believe it has something to do with the player a user controls throughout the whole play has a greater chance of making an interception when given the opportunity.

                      Also, prior to M17's release it was stated that players who user catch and such will see a "slight" advantage in making a catch, for example, and I believe in the Simulation mode, these types of usering based bonuses will be removed and left for Competitive mode. But just my guess.

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                      • Hooe
                        Hall Of Fame
                        • Aug 2002
                        • 21554

                        #56
                        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                        Originally posted by NDAlum
                        So I wonder if competitive basically just takes out the randomness aka ratings. So basically catch won't even matter. If it hits the hands it'll be caught no questions asked.

                        Isn't that what the competitive crowd wants?
                        My thinking is that in competitive mode you'll get a heavy boost in your chances for success, but only if you master the controls.

                        To piggyback off the catching example - if you try an aggressive or RAC catch in triple coverage, you'll still get the ball knocked out more often than not (similar to what happens currently), but if you do a possession catch and the quarterback throws the ball accurately, you'll basically catch it regardless of ratings.

                        That's probably the simplest example, but I'm imagining target passing, the new RB moves from M17, and anything else highly associated with "stick skills" are going to be the focal points of competitive mode.

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                        • OhMrHanky
                          MVP
                          • Aug 2012
                          • 1898

                          #57
                          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                          Yeah, I could see simulation giving a +1-2 point(s) boost for user control, but maybe comp gives it +5 or something. Rex has said on twitter more ints in comp mode that open ints simply won't be dropped. Because, u would think, at the end of the day, ratings should matter everywhere, and user control should matter as well. I gotta think it's a points based type deal giving a different factor of help to the dice roll kind of thing. Because, even in sim as a sim guy, I also want my controls to matter some, so I could see something like I said, above. A few points for sim (as I don't think it will be zero) and more points added to catch rating during catch in comp mode, maybe. And, as much of a sim guy as I am, I may actually look at comp mode (even vs CPU in franchise), because I like the idea of user control helping, but I'd like to know the exact amount of boost. Totally onboard with them adding these levels. And, I didn't even see 'comp', we've always discussed arcade vs sim, but with esports and whatnot, this is a great addition. I've heard they will tune these separately, as well (which, I would hope they do), so that's a cool addition to really fine tune the game to everyone's liking. Hopefully, they get the tuning correct. Lol.


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                          • howboutdat
                            MVP
                            • Nov 2012
                            • 1908

                            #58
                            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                            Originally posted by OhMrHanky
                            Yeah, I could see simulation giving a +1-2 point(s) boost for user control, but maybe comp gives it +5 or something. Rex has said on twitter more ints in comp mode that open ints simply won't be dropped. Because, u would think, at the end of the day, ratings should matter everywhere, and user control should matter as well. I gotta think it's a points based type deal giving a different factor of help to the dice roll kind of thing. Because, even in sim as a sim guy, I also want my controls to matter some, so I could see something like I said, above. A few points for sim (as I don't think it will be zero) and more points added to catch rating during catch in comp mode, maybe. And, as much of a sim guy as I am, I may actually look at comp mode (even vs CPU in franchise), because I like the idea of user control helping, but I'd like to know the exact amount of boost. Totally onboard with them adding these levels. And, I didn't even see 'comp', we've always discussed arcade vs sim, but with esports and whatnot, this is a great addition. I've heard they will tune these separately, as well (which, I would hope they do), so that's a cool addition to really fine tune the game to everyone's liking. Hopefully, they get the tuning correct. Lol.


                            Sent from my iPhone using Tapatalk


                            Yeah , im with you on this. I dont really see how , even in comp mode, you just have guys never drop catches or ints either one. If so then your team could just be anyone , any bum in game and they play like randy moss or deion sanders. That dont seem to make total sense imo, but i can see what your saying as the case, they get + 5 or something boost to all their attributes in comp mode or something.

                            Im also with you on the Sim thing as well. To me , who ever im usering , im their brains/awareness, im their PRC and other things as well. Outside of that, i am cool with them playing according to their attributes, but honestly it dont feel like they do now to me. I see numerous guys in leagues using 68 overall guys, and even letting the cpu control them and they making plays like a star and leading league in areas.Its kinda crazy, Still dont see oline playing any different really either. Atttributes have to really matter.Otherwise "building" players up with xp is really pointless and just something to consume time.Id really like to see attributes matter in 18 for every single position.The one guy i user, i override his awareness and PRC,outside of that the rest should go based on attributes.
                            Yup, i said it !



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                            • howboutdat
                              MVP
                              • Nov 2012
                              • 1908

                              #59
                              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                              Originally posted by CM Hooe

                              " the new RB moves from M17"

                              Im just curious here, what were the new moves for hbs in 17? Do you mean the "quick juke,quick truck, quick spins"? Outside of that i dont recall much new about running back moves . Maybe i missed something. Or maybe thats what your referring to , using the quick moves makes defenders miss .
                              Yup, i said it !



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                              • roadman
                                *ll St*r
                                • Aug 2003
                                • 26339

                                #60
                                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                                Originally posted by howboutdat
                                Im just curious here, what were the new moves for hbs in 17? Do you mean the "quick juke,quick truck, quick spins"? Outside of that i dont recall much new about running back moves . Maybe i missed something. Or maybe thats what your referring to , using the quick moves makes defenders miss .

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