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.
Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog
Collapse
Recommended Videos
Collapse
X
-
Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog
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" -
Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog
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 TapatalkComment
-
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
-
Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog
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
-
Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog
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.Comment
-
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% successComment
-
Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog
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.
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
-
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
-
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
-
Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors Blog
Is it 80 yards just length wise or does that also account for throwing to the sideline as well.PSN: Dalton1985
Steam: Failure To CommunicateComment
-
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.
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
-
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: jhj26Comment
-
Re: Madden NFL 20 Gameplay Deep Dive Part I: Superstar X-Factors 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
-
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.Last edited by Darth Aegis; 05-10-2019, 06:43 PM.OS needs a Thumbs DOWN button
Playing:Comment
-
Check out my Tampa Bay Buccaneers CFM Thread.
You too can be a 5* recruit at FSU.......
Originally posted by TwelveozPlaya21add worthless Xavier Lee to that list..Originally posted by MassNoleCFL here he comes. Pfft, wait that would require learning a playbook. McDonalds here he comes.Comment
Comment