yea i say bring it back its made the game way more sim
QB vision:
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Re: QB vision:
Also there is no disadvantage to staring down a receiver and no upside of looking off a safety.
A simple double tap system is intuitive and would keep everybody happy.Comment
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Re: QB vision:
I've always been a proponent of the QB Vision. I thought that it added a level of realism and challenge to the game. It was also one of the few innovations that Tiburon has come up with.
I have my own ideas of a better system, but barring them using my idea lol, I would welcome QB Vision back with Open arms.
But as others have said, if they were to get the QB animations to the level of APF 2K8, the QB vision would be a little less necessary."You mustn't be afraid to dream a little bigger, darling."Comment
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Re: QB vision:
I loved the feature and wish it was still in. I agree the people that didn't know who to use it all said it was terrible.Moderator
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Re: QB vision:
I posted this in another thread
What about a morph of the vision cone called qb progression. Where the plays in the play book would be numbered 1-4 or 5 for the safety valve. And while you drop back you can cycle through the progressions forward and back with the trigger buttons. And everyone's cone would be roughly the same size just keep the varied accuracy ratings.
You could eliminate some reads like a fade against 2 deep man and then progess to the next read.
You could also keep the icons up for players in the same area when you flood the zone.
I just think there needs to be some accounting of the qb seeing the field and the defense being able tofollow the qb's eyes. It would make playing safety a lot more fun.Comment
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Re: QB vision:
I posted this in another thread
What about a morph of the vision cone called qb progression. Where the plays in the play book would be numbered 1-4 or 5 for the safety valve. And while you drop back you can cycle through the progressions forward and back with the trigger buttons. And everyone's cone would be roughly the same size just keep the varied accuracy ratings.
You could eliminate some reads like a fade against 2 deep man and then progess to the next read.
You could also keep the icons up for players in the same area when you flood the zone.
I just think there needs to be some accounting of the qb seeing the field and the defense being able tofollow the qb's eyes. It would make playing safety a lot more fun.
It's more complicated than the double tap, but I like your idea more I think. I just doubt EA is going to ever go back to anything like that.Comment
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Re: QB vision:
as well as looking off the safeties....that was my favorite part....looking one way...pumped faking...then moving the cone to the intended WR and throwing a bullet....oh it felt sooooo good.
and of course you had all those Mike Vick gamers with their little little cones....hahaComment
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Re: QB vision:
The removal of QB Vision had a trickle-down effect on everything else. No QB Vision - horrid saftey play - broken man coverage - THA rating being irrelevant - Robo QB.
I hope they bring QB Vision back using the double-tap method. I was the best at it, especially on the PS2 version. I could actually use a sup-par QB and put up decent numbers with him buy actually making him look at shorter routes to make up for his vision and accuracy issues, which in turn let me improve the QB's ratings in Franchise mode...jWILLComment
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Re: QB vision:
The camera perspective should change, their is no need for a cone whatsoever. Tiburon, should make as an option a 3rd person camera in the vein of Uncharted or Metal Gear Solid and couple it with what Visual concepts did in "first person football" 1. You start off in your drop looking at your primary and then you hit the right bumper or L1 to progress through your reads.
Using this type of perspective will make you use passing lanes like a real QB, this is why I love first person football. Being that it is not first person allows the height of your QB come into play. The whole perspective changes when you have a 6' 5" QB oppose to having a 6' 1" QB. Your linemans' heights will come into play as well, you can not see over him unless you drop back far enough thus leaving you vulnerable in the pocket to the outside rush.
Even with your cone vision you still had the gods eye view. Now imagine dropping that camera down to a Uncharted level relying on your pocket, the tension builds as the controller rumbles, now timing routes and or route based passing comes into play. You start throwing to spots trusting your WR will be there. You are now on the field, making decisions.
How to effectively use rumble in this perspective to get awareness in the pocket and feel the pressure. Rumble should be directional as the RE or ROLB gets closer the right side of the controller rumble goes from weak to strong in a progression. You will feel it intensify and the intensity will make you hurry throws, scamper out of the pocket, become very aware of the QB avoidance Right stick.
Turn your game on, run a pass play or two. Now go to replay and put the camera in a Metal Gear or Uncharted type of over the shoulder view. Drop back, pause in the pocket, what do you see?Comment
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Re: QB vision:
i hated the vision cone the idea is a good one but it just isnt something that can be done correct because you look at a diffrent WR by moving your eyes not moving your fingers the way a QB is supposed to look downfield is with their head completely straight ahead and you look of defenders with your eyesComment
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Re: QB vision:
this is how i felt about it, i already have my own vision of the field, no need to add a QB vision to simulate a QBs head moment and line of sight to make it more complicated than it is in real life.
the people that do actually like it seem to appreciate it b/c it added realism. but if you really want realism people would be amazed how a simple foot plant & more realistic passing (like not being able to throw a pass across the field with such ease) could make the game more sim than any cone on the field.Always drinking the Chicago Bears cool aid!
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Re: QB vision:
When first using the vision cone it seemed redundant, frustrating, and unnecessary.
After practicing with it for awhile, however, I had grown to like it. I was wondering how others tended to use it.
What I find myself doing is manually placing the cone in the general area I want to look as I drop back, then swinging the cone around manually to a spot on the field then passing as the receiver I want crosses into the cone.
I had tried very hard to use the lock-on method but it just felt unintuitive and cumbersome.
I hate not using a certain method because it is too difficult, but taking manual control just seemed to fit right with me.
In using the cone this way, it makes me wonder if perhaps a valid game mechanic would be to move a marker (cone or otherwise) to the AREA or spot on the field you want to throw to. That would give a direction, but not a distance. I would say that by pressing a particular receivers button the computer could have a pretty good idea as to how far you want to throw it.
Otherwise, I would say point to a particular spot, and have NO icon receivers, just a single THROW button. The distance of the throw could be given by say one of the joysticks, or the length of time a button is held down. The button holding might even be a good way to simulate a "wind up" so to speak as a bonus.
Any thoughts on this? Sorry for the long windedness, this is my first post. (am I weird for thinking the manual cone is too easy?)Comment
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Re: QB vision:
I think a lot of people were complaining about QB's with uber-vision, like Tom Brady, or Peyton Manning. Their cone would be so wide, you couldn't stop them. But that's what made the game realistic: you can't stop Peyton, put you can put Tarvaris Jackson on his ***...jWILLComment
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