Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

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  • TarHeelPhenom
    All Star
    • Jul 2002
    • 7120

    #91
    Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

    Originally posted by Shosum13
    Oh yea, I've seen 30 ints in 1 season by a MLB. It's crazy how easy it is for a user that knows what they're doing to take away almost the entire middle of the field with a LB. I'm glad that they are doing something to fix this by adjusting trajectories and cutting down on LBs making ridiculous ints. Unfortunately though the biggest cause of this problem is the ballhawk feature.

    Let's hope that the adjustments that they made to trajectories is enough to combat this feature. On several occasions I've seen a guy covering a WR underneath with their BACK TURNED to the QB jump up and make a pick without even looking on a ball intended for a WR 10-15 yards further downfield. They need to have better pass trajectories that allow people to try and fit the ball in to tighter coverage windows.

    Sent from my SM-G950U using Tapatalk
    Or...if your player is in a position that makes it unrealistic for him to pick off a pass(i.e. back turned to the QB and doesnt know where the football is...only allow for the Swat or Raise Hand/Bat Ball down animation to play out.
    "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

    Comment

    • OhMrHanky
      MVP
      • Aug 2012
      • 1898

      #92
      Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

      Originally posted by Agent89
      The game speed removal bothers me. *I play on Slow because it’s the more accurate representation of the sport, and the blocking is horrendous on anything faster. *If they don’t at least slow down the default game speed, Madden is permanently going to be unplayable for me


      This is definitely a personal preference kind of thing, and it’s a shame for u and others that prefer to change the speed. But, for me, slow is not more ‘accurate’. Football is a high intensity extremely fast paced sport. Back when they first introduced the speeds in madden 13, I believe, I changed from normal to fast because normal looked like football being played in slow motion.

      I can imagine the animations look better, but at the cost of the realism of fast twitch muscle memory for a sport like football.

      As always, to each his own, but I don’t understand how anyone can play a fast paced sport like football on slow.


      Sent from my iPhone using Tapatalk

      Comment

      • Rayzaa
        MVP
        • Sep 2016
        • 1176

        #93
        Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

        So far things sound like an improvement but wont really know till it comes out. Presentation is also a big deal. Hope they change that too along with scouting and the draft which is boring as hell.


        Im not even interested in next weeks video from EA as its about MUT. I dont care about MUT and what they are doing with it.

        Comment

        • Cowboy008
          MVP
          • Mar 2012
          • 4574

          #94
          Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

          Originally posted by jpdavis82
          That schedule is from Madden 19’s info release schedule. It does look like there will be another Franchise blog though, and that the first blog we got was mainly for FOTF QB1.


          Sent from my iPhone using Tapatalk


          Really interested in reading the franchise deep dive when it comes out. The fact they are having a deep dive blog has me hopeful they looked into and improved some areas of franchise that wasn’t in the first blog.

          Comment

          • Cardot
            I'm not on InstantFace.
            • Feb 2003
            • 6164

            #95
            Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

            Originally posted by jsteele14
            I disagree. There are definitely games where Brady is great and games when he is not so great and never gets comfortable. You can even break that down by quarters.

            Take super bowl against Atlanta as an example. Brady was not good for 3 quarters and then he caught fire, got confident, and torched Atlanta in the end.
            Meh, I don't know if Brady suddenly got confident. They sucked in the 1st half. In the second half, ATL got conservative, the Pats caught some breaks (Edelman catch) and started playing better. That could play out in a video game (or old fashioned dice rolling simulation game) with out a magical X-Factor.

            Comment

            • illwill10
              Hall Of Fame
              • Mar 2009
              • 19828

              #96
              Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

              I hope the counters are effective and balanced. I don't like the idea of 100% guarantee something will occur. I would rather heard higher percentage.
              Especially when it comes to Enforcer. I'm still imagine you are going to still have to time it correctly. But I don't like that there won't be broken hit sticks regardless of weight and momentum. I hope there is a offensive counter. I shouldn't be able to create a 5'7 170 DB and equip him with Enforcer and be able to hitstick Derrick Henry(6'3 247) with 100% success

              Comment

              • edgevoice
                MVP
                • Sep 2008
                • 1199

                #97
                Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                Originally posted by Cardot
                I am always a bit skeptical when developers try to mimic players being "In the Zone" or clutch factor etc. They are pretty nebulous concepts that I don't think you can really replicate with an algorithm....and are more likely to screw things up. But I guess we'll see how it plays out.
                If this is tuned within reason, the games will feel more exciting and varied. Say a QB gets an "in the zone" boost and begins carving up your cover 2. You then make an adjustment, bring a blitz and drop him for a 10 yard loss. That should cool his arse off somewhat.... If it is poorly implemented, with no ability given to combat X Factor boosts, the games will feel frustrating and very scripted. Any gameplay improvements they may have planned would also be overshadowed as a result. We shall see soon.

                I would be far more encouraged if EA simply addressed the CPU AI, especially with regards to play calling, adjustments, clock management and gameplanning. I would rather "feel" the CPU adapting to my method for attacking them and have that then bring about a way for the CPU to counter attack me back, rather than implement what I've read so far.... Keeping an open mind until all information is released.
                Last edited by edgevoice; 05-11-2019, 05:46 AM.

                Comment

                • Madwolf
                  MVP
                  • Jul 2007
                  • 1327

                  #98
                  Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                  Hope that they've fixed the passing system so the QB tosses the ball to where the WR is supposed to go rather than just slinging it in the direction they where facing when the pass was made.

                  One of my favorite parts of NFL 2K5 was learning about timing of plays and being able to toss the ball to the WR before he made his cut and having him turn and catching it in stride for a big gain. If you miss timed the throw it would be incomplete or hurt the WRs momentum and result in little YAC.

                  Comment

                  • SonicBoom2040
                    Reignman Baby!
                    • Jul 2004
                    • 219

                    #99
                    Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                    Basically this is what 2k implemented years ago with their own player tweaks to make each one feel different in some aspects other than "just" ratings across the board. I personally welcome this and hope it is effective.

                    To those that complain about it being an arcadey addition and such, just don't buy it until the rest of us that DO want to try it out give our opinion. Of course as with most things, it's better to try it out for yourself usually and make ur own impression.

                    I think it all sounds awesome but obviously needs to be implemented correctly. As with every year its a wait and see approach and let's just wait.....and see!

                    At worst just go to a Redbox or what have you and rent it for a couple days. The rest of us have to deal with the patches lol.....

                    Comment

                    • underdog13
                      MVP
                      • Apr 2012
                      • 3222

                      #100
                      Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                      Originally posted by TheBleedingRed21
                      Why would you be able to turn it off for simulation? They’re trying to differentiate players, that would be pointless.

                      It’s not unsim to throw 80 yards for Mahomes.
                      Is it 80 yards just length wise or does that also account for throwing to the sideline as well.
                      PSN: Dalton1985
                      Steam: Failure To Communicate

                      Comment

                      • edgevoice
                        MVP
                        • Sep 2008
                        • 1199

                        #101
                        Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                        Originally posted by Madwolf
                        Hope that they've fixed the passing system so the QB tosses the ball to where the WR is supposed to go rather than just slinging it in the direction they where facing when the pass was made.

                        One of my favorite parts of NFL 2K5 was learning about timing of plays and being able to toss the ball to the WR before he made his cut and having him turn and catching it in stride for a big gain. If you miss timed the throw it would be incomplete or hurt the WRs momentum and result in little YAC.
                        I use quite a bit of timing-based routes in my offense. I run a modernized version of what the Dallas Cowboys ran in the 90's. In Madden 19, you can throw the ball to a spot even before he makes his break. I throw comebacks, outs and skinny posts like this all the time.

                        While I agree with you that improvements need to be made with the passing system, since the direction of the ball is somewhat tethered to the receiver, with practice it can be done. You have to take it easy on the pressure you apply on the passing icons for starters. I can't even count the number of hours I spent in "offense only practice mode" throwing the route tree, until I got the feel for it.
                        Last edited by edgevoice; 05-10-2019, 07:17 PM.

                        Comment

                        • SincerelYourz
                          Pro
                          • Sep 2009
                          • 573

                          #102
                          Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                          Explain this, I prefer pre and post-play interactions...how does getting rid of it improve immersion:

                          Streamlined Pre-Play, Post-Play, and No Huddle Experiences
                          We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.
                          X1 Gamertag: Super Baller Z
                          PS5: jhj26

                          Comment

                          • DeuceDouglas
                            Madden Dev Team
                            • Apr 2010
                            • 4297

                            #103
                            Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                            Originally posted by Cowboy008
                            Really interested in reading the franchise deep dive when it comes out. The fact they are having a deep dive blog has me hopeful they looked into and improved some areas of franchise that wasn’t in the first blog.
                            From what I was told, that was a typo and the first blog covers both FotF: QB1 and Franchise and there shouldn't be another blog coming.

                            Comment

                            • Darth Aegis
                              Lord of Suffering
                              • Jul 2012
                              • 4169

                              #104
                              Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                              Originally posted by SincerelYourz
                              Explain this, I prefer pre and post-play interactions...how does getting rid of it improve immersion:

                              Streamlined Pre-Play, Post-Play, and No Huddle Experiences
                              We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.
                              This is all about the competitive/tourney crowd here. They complained early in 19 regarding the qb cadences, so EA bowed down and hurried them up. They want to hurry to the line and run the same cheese play again. This is a total immersion killer if you ask me and for the sim gamer. Nothing better then a defender digging in and placing his hand in the dirt, but it's Madden ball. Lets get to the Mahomes automatic 80 yrd laser beam quicker, the important stuff
                              Last edited by Darth Aegis; 05-10-2019, 06:43 PM.
                              OS needs a Thumbs DOWN button

                              Playing:

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                              • callmetaternuts
                                All Star
                                • Jul 2004
                                • 7045

                                #105
                                Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog

                                Originally posted by DeuceDouglas
                                From what I was told, that was a typo and the first blog covers both FotF: QB1 and Franchise and there shouldn't be another blog coming.
                                Wow. If true, that sucks.
                                Check out my Tampa Bay Buccaneers CFM Thread.

                                You too can be a 5* recruit at FSU.......

                                Originally posted by TwelveozPlaya21
                                add worthless Xavier Lee to that list..
                                Originally posted by MassNole
                                CFL here he comes. Pfft, wait that would require learning a playbook. McDonalds here he comes.

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