Five Things EA Sports must do for Success in Madden NFL 13
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I agree with all of these, and would like to add a revamp to the ratings system. DO AWAY WITH OVERALL RATINGS! It would help the CPU make personnel decisions in the offseason based on skill that pertains to their scheme, rather than just overall rating. If i play bump and run man coverage, i'm going to value a bump and run corner over a zone cover corner, regardless of whether the zone cover guy is three overall better. same thing with linebackers and D-linemen in 3-4 and 4-3. it just makes more sense to look at a player's individual skills to make a decision rather than one number.Comment
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I don't buy the "Its a memory issue".. Its an exclusive rights problem.. Compare both games that were made under exclusive rights deals, Mlb 2k and Madden. Both have had legacy issues, where their counterparts, NBA 2k, EA's NHL, see improvements. Never gonna buy their excusesComment
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personally i would like the game to be represented better. meaning fix errors like holding penalties that are on 1st and 10 that end up 1 & 5. that is what angers me. why put in commentary if it is not working? why does the audio 'snap' causing my ears to hurt?
madden 12 was fun and it is a video game for $60. I just hope they don't' reinvent the wheel every freaking year and the same crap errors happen.
I am tired of repeated crap animations entrances that i skip over. halftime shows? what? always the same. the creativity of quarter intermissions and halftimes suck.
now for positive truths, the game IMO has franchise mode finally back where it needs to be.
to keep it simple: SIMPLY DON'T REINVENT THE WHEEL! just fix the issues that are present in this version. i am tried of getting new games that fix somethings, remove things that use to be there, and then always have a 1/3rd f the game not working correctly.____________________
Mirrored32 - (ps3) offline Madden 13
Console: PS3
Games: Madden 13Comment
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Re: Five Things EA Sports must do for Success in Madden NFL 13
Thinking of new things that havent been in madden games
1. Custom Stadium Music (using our own music from our consoles)
2. Custom Uniforms (being able to change colors of pants, jerseys, helmets using team colors)
3. Editing of Players Already In game (being ablt to edit everything like a created player)
4. Team Logos on Jerseys in ProBowl (if helmets cant be used atleast place team logos on the jerseys where the superbowl patch is placed)
5. Face Editor For Create A Player (something similar to what is used in Fight Night to create custom Faces)
6. Option To Add Photos to Player Profiles (instead of using frankenstein players, lets us be able to install photos to the white jerseys of players or created players that have no photo)
I have more but not on the top of my head right nowComment
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Re: Five Things EA Sports must do for Success in Madden NFL 13
Here is a video of why foot planting needs to be fixed. This pass was called incomplete, but he definitely should have gotten both feet down on the ground. His feet just sort of glide across the ground, never really making contact. So frustrating!
<iframe width="560" height="315" src="http://www.youtube.com/embed/alCwiuXoK5c" frameborder="0" allowfullscreen></iframe>
The FPS for slo-motion replay is NOT the FPS for game-play. The replay engine uses frames from the actual game as key frames - then fills in the in between slow-motion with frames that never actually happened in the game.
The real speed action may have simply been a fast movement, but the slow speed footage shows things that look vastly out of whack. If you've ever wondered why after smoothly moving from one frame to another you all of a sudden get a short awkward jerk before returning to smooth movement in a slow-mo it's because the slow smooth stuff didn't happen at real speed. It's been inserted for replay only...
When I watched this video at full speed, it didn't look like he 'slid' all that much. But at slow-motion, he drags his foot across the surface between one keyframe and the next because the replay engine sees it at the most logical progression from one point to the next.
It's better to watch replays at game speed to evaluate whether something looks 'right' or not.
LaterComment
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Re: Five Things EA Sports must do for Success in Madden NFL 13
@TNT: Im confused at what you're getting it. the bottom line is, whether on replay or game speed - the WR slid one foot without dragging the other a a yard or two instead of properly dragging his feet. The main point is this should have been a catch IRL but because of a sloppy animation in Madden, the user is punished.Have an awesome day!!Comment
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I'll say it again: The Backbreaker engine was FAR ahead of anything EA has. Yes, the game STANK, but that wasn't the engines fault.
Canned animations forever limit you to what the developers can implement animation wise. This limits you farther, due to disk space limitations. A realtime physics engine is almost a necessity now. Baseball you can maybe get away without one, but for every other sport, its time to ditch canned animations for good.Comment
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Re: Five Things EA Sports must do for Success in Madden NFL 13
No offense to anyone here, as I realize people like different things, but I have to be honest. After reading the MAJORITY of the items on this list by various posters, it's no wonder to me why the actual football gameplay in Madden is not so good.
I can't believe, with all of the actual football elements that are broken or flat out absent from Madden, how some folks can put some of the things they put on their list in order for Madden 13 to be successful. I think there are a lot of folks who don't really want to "play" football, but want to simply look at it instead. That's fine, but it would be nice if EA could make another game to cater to those folks.
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Re: Five Things EA Sports must do for Success in Madden NFL 13
What you have just done is a common misconception. The REPLAY system ADDS frames that never occur in the real game as part of the slo-mo.
The FPS for slo-motion replay is NOT the FPS for game-play. The replay engine uses frames from the actual game as key frames - then fills in the in between slow-motion with frames that never actually happened in the game.
The real speed action may have simply been a fast movement, but the slow speed footage shows things that look vastly out of whack. If you've ever wondered why after smoothly moving from one frame to another you all of a sudden get a short awkward jerk before returning to smooth movement in a slow-mo it's because the slow smooth stuff didn't happen at real speed. It's been inserted for replay only...
When I watched this video at full speed, it didn't look like he 'slid' all that much. But at slow-motion, he drags his foot across the surface between one keyframe and the next because the replay engine sees it at the most logical progression from one point to the next.
It's better to watch replays at game speed to evaluate whether something looks 'right' or not.
Later
The players and field are not synced like they should be. I think what is happening is that they have so many canned animations take from over the years, that it's hard to sync up all those animations to the field. Clearly, the field and the players are not really connected and the field is there just for looks.Comment
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I don't believe we're going to see major changes until the developers get XBOX 720's in their hands. The developers aren't going to invest in any overhauls on this current generation seeing as it's the last year. I also think that us football sim'ers are probably in the minority. The douche-bag's that play this game for money in tournaments ruined this game in my opinion. Now EA caters to them.BOBTRAIN
http://www.youtube.com/bobtrain
MLB: Milwaukee Brewers
NFL: Green Bay Packers
CFB: Minnesota GophersComment
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Re: Five Things EA Sports must do for Success in Madden NFL 13
What you have just done is a common misconception. The REPLAY system ADDS frames that never occur in the real game as part of the slo-mo.
The FPS for slo-motion replay is NOT the FPS for game-play. The replay engine uses frames from the actual game as key frames - then fills in the in between slow-motion with frames that never actually happened in the game.
The real speed action may have simply been a fast movement, but the slow speed footage shows things that look vastly out of whack. If you've ever wondered why after smoothly moving from one frame to another you all of a sudden get a short awkward jerk before returning to smooth movement in a slow-mo it's because the slow smooth stuff didn't happen at real speed. It's been inserted for replay only...
When I watched this video at full speed, it didn't look like he 'slid' all that much. But at slow-motion, he drags his foot across the surface between one keyframe and the next because the replay engine sees it at the most logical progression from one point to the next.
It's better to watch replays at game speed to evaluate whether something looks 'right' or not.
Later
Watching it a couple times...it looks exactly the same to me. Heck, on that frozen frame youtube makes as a preview, that's a catch right there. Ball is secured, foot down, toe on the turf.
If the WR "dotted the i" and dragged his toes (which it looked like he did both several times...) it looked the same in both game speed and slowed down. Now why it would add frames in to "make up" something else...that is one of those things that seems like it's harder to put in that it would have been for them to leave out - kind of like warping/morphing/whatever you want to call it when hit boxes are ignored for some situations but not others.
What gets me is that the receiver doesn't have feet down until the foot is "flat", which is ridiculous. In the real game, toe drags and "dotting the i" is so common that even most average receivers at least attempt it. So the fact that either is not in the game, or is not considered performed until the foot is completely flat is ridiculous.
I don't even blamed "canned animations" for this. If the "canned animation" can consider the "flat foot" as "foot down" it can consider a toe in contact with the field as a "foot down" just like in real life. Physics on top of bad football is still bad football - it just looks better. A physics engine can still screw this up if "foot flat" is the requirement just like it does now. The problem is less the engine and more what the programmers tell the engine to regard things.Last edited by KBLover; 01-31-2012, 01:55 AM."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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