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Madden NFL 23 Impressions | PS5, XSX / XSS

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Old 04-02-2023, 12:31 AM   #873
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

Well we certainly know that penalties aren't triggered by the penalty trait,go figure,and that the modes aren't tuned properly or sim-minded people wouldn't have to choose competitive or arcade because the three have somehow meshed together
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Old 04-04-2023, 08:56 AM   #874
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

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Originally Posted by gr18
Well we certainly know that penalties aren't triggered by the penalty trait,go figure,and that the modes aren't tuned properly or sim-minded people wouldn't have to choose competitive or arcade because the three have somehow meshed together
Can you elaborate on this further, especially the part about the modes. Of course I have legacy grumbles about this game, but '23 still has me engaged despite what lacks.
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Old 04-05-2023, 06:42 PM   #875
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

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Originally Posted by Hammerhunker
Can you elaborate on this further, especially the part about the modes. Of course I have legacy grumbles about this game, but '23 still has me engaged despite what lacks.
There's alot of good things this game has to offer but as always there's things that EA has done to keep things from being better.

Sim-minded people on this forum have decided competitive or arcade are better modes and I know these people would never fathom that simulation wouldn't be the way to go.

Khaliib is a great resource in the inner-workings of Maddens ratings but even he has a thread (on page 8 right now)that states why arcade plays better to him.

We've been talking about penalties being nerfed to cater to the competitive crowd.Why is it hard to keep it separate from simulation mode?They've done it successfully last gen.

They wanted to nerf the H2H Lamar Jackson abusers(and the growing number of deadly scramblers)by only making designed qb running plays successful.

Even in your simulation mode franchise your options in shotgun are to throw to a receiver or throw the ball away because if you see a gaping hole through the middle of the line and try to run through it both DT's will instashed to stop you or if you try to run around the end a DE that looks like he's being handled by the OT will do the same. You pretty much just rack up sack totals for the opposing team.

That's just a couple of examples off the top of my head as to why we're losing simulation mode as we knew it.There was certainly a more distinctive difference last gen and everything done to help the competitive experience hasn't been mode specific.

Last edited by gr18; 04-05-2023 at 10:05 PM.
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Old 04-06-2023, 09:32 AM   #876
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

Quote:
Originally Posted by gr18
There's alot of good things this game has to offer but as always there's things that EA has done to keep things from being better.

Sim-minded people on this forum have decided competitive or arcade are better modes and I know these people would never fathom that simulation wouldn't be the way to go.

Khaliib is a great resource in the inner-workings of Maddens ratings but even he has a thread (on page 8 right now)that states why arcade plays better to him.

We've been talking about penalties being nerfed to cater to the competitive crowd.Why is it hard to keep it separate from simulation mode?They've done it successfully last gen.

They wanted to nerf the H2H Lamar Jackson abusers(and the growing number of deadly scramblers)by only making designed qb running plays successful.

Even in your simulation mode franchise your options in shotgun are to throw to a receiver or throw the ball away because if you see a gaping hole through the middle of the line and try to run through it both DT's will instashed to stop you or if you try to run around the end a DE that looks like he's being handled by the OT will do the same. You pretty much just rack up sack totals for the opposing team.

That's just a couple of examples off the top of my head as to why we're losing simulation mode as we knew it.There was certainly a more distinctive difference last gen and everything done to help the competitive experience hasn't been mode specific.
Thanks for this response and what you mentioned is all on my list of "why nots". I honestly have missed the discussion on arcade/competitive. I tend to avoid a lot of the discussion to avoid the deserved outrage, so I can keep my head buried in the sand to enjoy what I can. I have a long list of little things to make this game unbelievable and is all legitimately obtainable, so, why not? If we can see why can't the developers see it, or whatever (rhetorical rant).

Thanks for taking the time to discuss. Sounds like we're similar in enjoying the game despite...
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Old 04-14-2023, 09:46 PM   #877
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

Anyone notice the CPU doesn't call prevent defense anymore when up by 4, under 2 minutes left and you're needing a TD to win?

Makes it easier to mount that last drive for a winning TD. Not that I always win those games, but they used to go into prevent so at least you can't just take deep shots.
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Old 04-18-2023, 02:50 AM   #878
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

Haven’t touched this game since my 5 year franchise was stolen from me lol. I might be getting the itch to get back into it. I really enjoyed the gameplay and the draft changes once I figured out what I was doing. The changes to the running game were also a much needed improvement. Idk, might be time to fire it up again and do another franchise til august hits?
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Old 04-19-2023, 06:02 PM   #879
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

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Originally Posted by khaliib
The Penalty Formula consist mainly of AWR rating & Fatigue level towards increasing die-roll Chance (not the animation)

I play strictly on default because any Slider changes transitions from default to custom & a lot of the EA settings get wonky
Can't be awr rating and fatigue because I played a couple of games with fatigue at 100 and dropped each player on 2 teams awareness ratings by 20 and still didn't get more than the usual 2 penalties per game.

When you supersim you get alot of penalties but certainly not when playing and I've done enough testing.
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Old 04-23-2023, 02:53 PM   #880
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Re: Madden NFL 23 Impressions | PS5, XSX / XSS

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Originally Posted by gr18
Can't be awr rating and fatigue because I played a couple of games with fatigue at 100 and dropped each player on 2 teams awareness ratings by 20 and still didn't get more than the usual 2 penalties per game.

When you supersim you get alot of penalties but certainly not when playing and I've done enough testing.
Hopefully this isn’t taken as rude, but all this that you done was a waste of time.

1) All the formulas etc are based off of EA Default settings, when you touch “any” Slider, you transition into Custom which I have yet to come across anything that speaks to what is/isn’t similar to what is outlined for the Default Settings.

***not even the spin/juke Animation Thresholds trigger the same under Custom setting
- it really is an Purgatory space to test on

2) Similar to the Blocking formula, the ratings used in Penalty triggering have to hit certain targeted ranges to increase/decrease it’s piece of the triggering Chance Die-Roll pie, thus reducing AWR by 20 does nothing because it’s not generating its max application

- I still don’t know exactly the cutoff to get the max amount applied

3) ***Play Receiver Trait adds an .15 to DPI Chance

***I’ve found out (among many other gameplay things surrounding ratings) that not having any WR/TE with an Release rating near “75 (ie Good) keeps players in close proximity triggering the hand-fighting animation longer (sometimes past 10yrds) which helps generate more DPI calls because the Under-the-Hood DPI Penalty will only allow it to start/trigger “after” the 10yrds (it’s goofy I know)

- I rerate all to “50” Release & it really helps keep players within close proximity of each other for triggering.

I use the 0-25-50-75-95 ReRating Rule on Pro & it changes gameplay drastically because it’s based off most of the under-the-hood targeted Threshold/Formula/Delta levels to produce outcomes between player interactions.

This rerating system will anger more Franchise gamers as to why they don’t simply do the Front End Rosters & Draft Classes this way.
***it’s very time consuming for one person to do

***ALWAYS test within Franchise & always on EA’s Default settings to get consistent outcomes from your ratings rerates.
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