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

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  • DeuceDouglas
    Madden Dev Team
    • Apr 2010
    • 4297

    #76
    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

    Originally posted by NDAlum
    Or do they just want to pick and choose what ratings matter?
    I think so. There's a lot of contradiction that goes on.

    They seem to want ratings to matter but user input to also trump it at the same time. So if that's the case why choose Aaron Rodgers over Tebow? Ratings say Tebow should be inaccurate as hell but user input says you made the right choice so the ball should go exactly where you want it to.

    And if it's not all or nothing there's always going to be the conflict where one player feels like they're getting screwed by the random kind of stuff even if the ratings or situation dictate that it's something that should happen. The guy yesterday was complaining the whole game that his receivers kept dropping passes and by the way he was talking probably felt like he got screwed but also ignores that a lot of the dropped passes he felt he deserved to catch were balls thrown into triple coverage where his guy just gets destroyed and pinballed around.

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    • OhMrHanky
      MVP
      • Aug 2012
      • 1898

      #77
      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

      It'll be interesting if Rex gives a detailed explanation answering these types of questions. In the past, madden never really gave away what's under the hood. But, Rex's team has been the most open I recall. Maybe, he'll break it down later in a blog. I'd love to see it in game, though. Which might be difficult to do live. But, I'd go for some pre-played game vid capture footage with him explaining, 'this is why the catch was made. The user did it.' Or, 'see, the user made the right play to swat, but Julio is still too tough to defend, so he catches it.' But, either way, I think Rex will probably have a little video session on twitch or something closer to game day to give a better feel for it. It's funny, they finally give us the separation we've been asking for, but now everyone says, 'wait. What does that mean, exactly. I MUST KNOW BEFORE I CHOOSE!!!' Lol


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      • NDAlum
        ND
        • Jun 2010
        • 11453

        #78
        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

        I want everyone to matter.

        I want the players to matter, including the long snapper.
        I want the coach to matter, even the assistants.
        I want the trainer to matter. I want the GM to matter.
        I want the scouting department to matter.
        I want the fans to matter.

        I want simulation.
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        • LBzrule
          Hall Of Fame
          • Jul 2002
          • 13085

          #79
          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

          Originally posted by SolidSquid
          It seems like a fine line. I'm asking for stick skills to matter in terms of ratings. What I mean is i should be able to play well with 70 rated rb but no matter how good my stick skills are he shouldn't play as well as an 80 rated rb
          I'm going to disagree somewhat. I think EA has done a good job of helping guys find OKG's (Our Kind of Guys) with the ratings. For instance, my cfm starting HB right now is only a 77 OVR. However, he's a power back and I expect a lot from him because:

          Truck = 93
          Carry = 90
          Speed = 90
          Acel = 90
          Stiff Arm = 91

          His overall might not be 80 but if an 80 ovr RB does not have his skills then he should easily outperform the 80 ovr all player. I like that they have made it not so much about ovr but skills and finding guys with the skills that fit what you want to do.

          Now I do agree that how the ratings on offense come together with those on defense needs some explaining because sometimes it just doesn't make sense.

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          • fballturkey
            MVP
            • Jul 2011
            • 2370

            #80
            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

            Originally posted by LBzrule
            I'm going to disagree somewhat. I think EA has done a good job of helping guys find OKG's (Our Kind of Guys) with the ratings. For instance, my cfm starting HB right now is only a 77 OVR. However, he's a power back and I expect a lot from him because:

            Truck = 93
            Carry = 90
            Speed = 90
            Acel = 90
            Stiff Arm = 91

            His overall might not be 80 but if an 80 ovr RB does not have his skills then he should easily outperform the 80 ovr all player. I like that they have made it not so much about ovr but skills and finding guys with the skills that fit what you want to do.

            Now I do agree that how the ratings on offense come together with those on defense needs some explaining because sometimes it just doesn't make sense.
            What I don't like is that you automatically know that this is Your Guy, and you can sift through every player's exact ratings to find the best one for you instead of having to scout players out and take risks. A five year veteran? Yeah, most teams are going to know the book on a guy. Their first 2-3 years in the league though we shouldn't know them so exactly.
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            • LBzrule
              Hall Of Fame
              • Jul 2002
              • 13085

              #81
              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

              Originally posted by fballturkey
              What I don't like is that you automatically know that this is Your Guy, and you can sift through every player's exact ratings to find the best one for you instead of having to scout players out and take risks. A five year veteran? Yeah, most teams are going to know the book on a guy. Their first 2-3 years in the league though we shouldn't know them so exactly.
              I drafted him and turned him into my kind of guy. EA just gave me the blueprint for what I was looking for. HE didn't start with those ratings. I developed him. He started with like 85 truck as a rookie. Superstar Dev. I had him as a focus player EVERY WEEK.
              Second, you are damn right I know what I'm looking for for my offense. Why wouldn't I know what I want? I want a player with a specific set of abilities to plug into my machine.
              I like power backs as my primary guy and a speed back as the secondary guy. He has a weakness though in that he's injury prone. He's been hurt two seasons in a row. This will be year 3 for him. So when he got hurt as a rookie, I had to scour the waiver wire for another power back. That guy serviceable but he's not really that good. Mostly just a goal line back. My offense completely changes when my Superstar HB gets injured.

              It needs some work but I like that the emphasis in cfm is that you can build the type of team that you want to build. I've built my team around my HB and OL. We are going to run one way or another. I always draft one or two OL every draft and just develop. I'm finishing in the top 5 rushing every time. I run and then that opens up the pass for me.

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              • StefJoeHalt
                MVP
                • Feb 2014
                • 1058

                #82
                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                Originally posted by DeuceDouglas
                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.


                Deuce I agree with you that part of the issue is blocking, QB evading system..but the other half of the issue is ratings..most QB don't break tackles cause their Elusive rating is so low..this includes as an example guys like Big Ben who is elusive by nature due to his size, or Romo when he is broken into two pieces..second part of the ratings problem is pursuit rating by Dlineman..this rating at times overrides basic speed, acceleration, agility, and stamina..causing lineman to close on QB's wayyyy too fast..now not talking about the K Mack's, and top flight edge rushers who are top athletes but DT's or large 3 tech DE's.


                Sent from my iPhone using Operation Sports
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                • DeuceDouglas
                  Madden Dev Team
                  • Apr 2010
                  • 4297

                  #83
                  Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                  Originally posted by StefJoeHalt
                  Deuce I agree with you that part of the issue is blocking, QB evading system..but the other half of the issue is ratings..most QB don't break tackles cause their Elusive rating is so low..this includes as an example guys like Big Ben who is elusive by nature due to his size, or Romo when he is broken into two pieces..second part of the ratings problem is pursuit rating by Dlineman..this rating at times overrides basic speed, acceleration, agility, and stamina..causing lineman to close on QB's wayyyy too fast..now not talking about the K Mack's, and top flight edge rushers who are top athletes but DT's or large 3 tech DE's.
                  True. Their tackle radius is also so big and they're so agile like you mentioned that it makes it impossible to avoid that kind of pressure like you would in reality. Just as a quick example:



                  Palmer is the exact opposite of a mobile or agile QB but one little side step and he completely avoids the pressure. It's not really anything close to a broken tackle either but that scenario isn't really possible in Madden or at the very least is highly improbable. Brady and Rodgers are amazing at that kind of stuff and it's what makes certain mobile QB's even more dangerous as well. I really hope the AI QB's actually move and move intelligently in the pocket. I want to feel and have to account for that in-game.

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                  • Playmakers
                    Hall Of Fame
                    • Sep 2004
                    • 15344

                    #84
                    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                    Originally posted by StefJoeHalt
                    Deuce I agree with you that part of the issue is blocking, QB evading system..but the other half of the issue is ratings..most QB don't break tackles cause their Elusive rating is so low..this includes as an example guys like Big Ben who is elusive by nature due to his size, or Romo when he is broken into two pieces..second part of the ratings problem is pursuit rating by Dlineman..this rating at times overrides basic speed, acceleration, agility, and stamina..causing lineman to close on QB's wayyyy too fast..now not talking about the K Mack's, and top flight edge rushers who are top athletes but DT's or large 3 tech DE's.


                    Sent from my iPhone using Operation Sports
                    QB's can evade in Madden the problem is you have to go to drastic messures on the tackling slider in order to see it happen

                    Most guys on here (OS) will never play with a extremely low tackle slider because it will drive them crazy if a RB or WR broke 2-3 tackles on a givin play.

                    The tackle slider doing gameplay is the biggest culprit as to why you don't see QB's avoiding the rush very much

                    That slider is somehow tied into the ball carrier and Qb elusiveness rating doing gameplay

                    Playing with high tackle slider increases the radius of the tackle range......reducing the tackle slider decreases the radius and in return you'll see QB's avoid the rush much better but the downside is the RB's and WR's will sometimes break tackles

                    I personally live with the consequences because Madden is a flawed game and rather have QB's at least being able to avoid a rush occasional as opposed to getting sacked 100% of the time...

                    EA needs to figure out how their ratings also tie into the sliders and doubt they really spend the man time dissecting it or even observing it
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                    • StefJoeHalt
                      MVP
                      • Feb 2014
                      • 1058

                      #85
                      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                      Originally posted by Playmakers
                      QB's can evade in Madden the problem is you have to go to drastic messures on the tackling slider in order to see it happen



                      Most guys on here (OS) will never play with a extremely low tackle slider because it will drive them crazy if a RB or WR broke 2-3 tackles on a givin play.



                      The tackle slider doing gameplay is the biggest culprit as to why you don't see QB's avoiding the rush very much



                      That slider is somehow tied into the ball carrier and Qb elusiveness rating doing gameplay



                      Playing with high tackle slider increases the radius of the tackle range......reducing the tackle slider decreases the radius and in return you'll see QB's avoid the rush much better but the downside is the RB's and WR's will sometimes break tackles



                      I personally live with the consequences because Madden is a flawed game and rather have QB's at least being able to avoid a rush occasional as opposed to getting sacked 100% of the time...



                      EA needs to figure out how their ratings also tie into the sliders and doubt they really spend the man time dissecting it or even observing it

                      Playmarkers..I agree with that point as well..tackle slider does effect too much and "broken" tackles in general are too low..I also use a lower tackle slider..I still believe pursuit rating, and to a certain extend elusive ratings are an issue..I raise elusive rating on each QB as well as lowering all DLine pursuit rating which helps..and also agree with u and DD that tackle radius is huge



                      Sent from my iPhone using Operation Sports
                      Rule #1: Never leave a fellow Crasher behind. Crashers take care of their own.
                      Rule #2: Never use your real name.
                      Rule #15: Fight the urge to tell the truth.
                      Rule #30: Know the playbook so you can call an audible.
                      Twitter: @318TA621

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                      • Ueauvan
                        MVP
                        • Mar 2009
                        • 1624

                        #86
                        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                        my concern is that there were problems on cfm caused by other modes, will this manifest again with 2 different play styles let alone other modes?

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                        • N51_rob
                          Faceuary!
                          • Jul 2003
                          • 14805

                          #87
                          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                          Too early to tell, it all depends on how this new system is implemented by EA.
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                          • Hova57
                            MVP
                            • Mar 2008
                            • 3754

                            #88
                            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                            If we have simulation mode..I would love to see botched snaps, blown coverage, momentum means more..ball physics impacted by weather..etc

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                            • howboutdat
                              MVP
                              • Nov 2012
                              • 1908

                              #89
                              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                              Originally posted by Hova57
                              blown coverage

                              Sent from my Pixel XL using Tapatalk
                              Im not sure how some one has not already been seeing this for years..... i mean i literally see it every single game.
                              Yup, i said it !



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                              • Hova57
                                MVP
                                • Mar 2008
                                • 3754

                                #90
                                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                                Originally posted by howboutdat
                                Im not sure how some one has not already been seeing this for years..... i mean i literally see it every single game.
                                Only in man..zone not so much

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