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More Madden NFL 15 Details Revealed

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Old 05-01-2014, 02:40 PM   #113
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Re: More Madden NFL 15 Details Revealed

I could totally see this "crowd playcalling" mechanic end up becoming a source of massive cheeze, where there's like 5 or 6 plays that are basically unstoppable (unless you completely sell out to stop them) repeatedly used over and over again by 90% of online players.

Ugh, please God let the game finally play normally enough to where the exploits are almost completely minimized. That's all I want. I'm so sick of having to do 800 pre-snap corrections in order to stop an outside run or screen. I'm so sick of players just flooding the middle zones of a defense with two or three routes and being guaranteed that one of them will be open, even if you put your entire defense in the middle with yellow zones.

It shouldn't have to be like that. It shouldn't have to be where you have to basically sell out to stop something. Plays should end up more randomly, so that when some cheezer runs outside with Adrian Peterson the entire game, sometimes your DE or Safety actually comes up and makes a play on their own without you having to do it yourself EVERY TIME.

Oh, and that QB your playing with who sucks in real life but you picked that team because they have an elite defense and running back? Yeah, he should miss some throws here and there. That would be nice.

God willing, that's what this defensive improvement brings. Somehow, though, I get the feeling that defense is going to be over powered now and exploitable as well. CBs catching the ball with their back turn to it almost every time as they're following the WR on a go route is already ridiculous, so God knows how this is going to end up.
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Old 05-01-2014, 03:22 PM   #114
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Re: More Madden NFL 15 Details Revealed

Quote:
Originally Posted by thesubmittedone
I could totally see this "crowd playcalling" mechanic end up becoming a source of massive cheeze, where there's like 5 or 6 plays that are basically unstoppable (unless you completely sell out to stop them) repeatedly used over and over again by 90% of online players.

Ugh, please God let the game finally play normally enough to where the exploits are almost completely minimized. That's all I want. I'm so sick of having to do 800 pre-snap corrections in order to stop an outside run or screen. I'm so sick of players just flooding the middle zones of a defense with two or three routes and being guaranteed that one of them will be open, even if you put your entire defense in the middle with yellow zones.

It shouldn't have to be like that. It shouldn't have to be where you have to basically sell out to stop something. Plays should end up more randomly, so that when some cheezer runs outside with Adrian Peterson the entire game, sometimes your DE or Safety actually comes up and makes a play on their own without you having to do it yourself EVERY TIME.

Oh, and that QB your playing with who sucks in real life but you picked that team because they have an elite defense and running back? Yeah, he should miss some throws here and there. That would be nice.

God willing, that's what this defensive improvement brings. Somehow, though, I get the feeling that defense is going to be over powered now and exploitable as well. CBs catching the ball with their back turn to it almost every time as they're following the WR on a go route is already ridiculous, so God knows how this is going to end up.

i immediately thought the same thing! a non-stop supply of money plays right at players finger tips for every down and distance situation.
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Old 05-01-2014, 09:15 PM   #115
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Re: More Madden NFL 15 Details Revealed

I just really hope they improve the game to where you dont spend half the year messing with sliders just to make a playable CCM.
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Old 05-01-2014, 09:46 PM   #116
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Re: More Madden NFL 15 Details Revealed

To me them focusing on defense this year is the next logical step in this plan of Cam Webers regime. Madden 13 was all about the passing, with the way you could lead receivers etc. It was overpowered especially with those te streaks.

They toned it down this year, and focused on the running game this year. So from past history this year with defense being the focus, I think this game may well be the most balanced madden since 05. One thing that I am intrigued to hear more about is the improved ai they are talking about.

Hopefully people running the same two plays out of 2 formations will be stopped. But I can almost guarantee you the running game won't be nearly as overpowered as it was this year, particularly with all those outside runs, I think that is coming to an end.

I can say that, because madden use to be overpowered with running outside, I remember if you timed it right you could take it to the house nearly every time.

But around Madden 05 they seem to go in the right direction d wise, for example shutdown cbs were actually shutdown. I remember in the description it basically said if you caught 1 or 2 balls on them you were lucky. And it should play like that. Think about it, how many catches a game do you think wr's average on Revis and Sherman. Probably around those numbers.

So we shall see.
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Old 05-02-2014, 03:58 AM   #117
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Re: More Madden NFL 15 Details Revealed

I remember swat ball in Madden 05 was just INSANITY! You could lock down WRs with good CBs.

Swat Ball from Current Gen to now has been the "oops I missed and he went for a TD!" button. There was no good reason to use it over the INT button, none 99.9% of the time. Helped to completely run pass defense for a decade!

The only thing missing from Madden 05 and the swat ball was the variation of how it happened. You basically just swatted the ball down before it go there. In Next Gen, and even current gen Madden it should be a similar ease of use system to Madden 05 but the animations should range from flat out swats to knocked the ball out of the WRs hands as he tries to come down with it.

Oh... and 4 man rushes actually working. Oh, and BEING ABLE TO COVER THE BLOODY TE FOR ONCE THIS DECADE!

You don't know how beyond frustrated I am after the last 2 years. The game has made some very nice steps in the right direction, but some of the gaping, grievous flaws on defense that have literally existed since the game came to the PS3/360 are completely un-excusable to be left in now.
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Old 05-02-2014, 09:09 AM   #118
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Re: More Madden NFL 15 Details Revealed

first thought is are they dumping custom playbooks, i certainly hope not

second was what are they dumping this year

third etc some of us play offline and on our own, ie those of us where we live outside the US, and i dont want to play online vs teenage nano l33t stick skillz.

accurate comprehensive coach mode and gm like experience for roster building and drafting, logical ai on field where players do what they are supposed given their skill and experience not that there is another defensive glitch ...

frankly i want to see tangible improvements for things that really matter, not that they have the correct shade of green for the mic helmet icon

o and being able to play "up" the screen on defence instead of reverse controls in cc as an ilb

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Old 05-02-2014, 03:20 PM   #119
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Re: More Madden NFL 15 Details Revealed

Football alone is a very intriguing and complicated game. It’s a chess match.. If EA would just get the basic fundamentals down like blocking. tackling, running and passing that would make a good game alone.

Make player ratings actually matter to really separate the average from the good and good from the great this would make Front office moves, drafts and scheming a lot more meaningful.
I want to go into free agency really needing to add a player because I’m weak in a area. Example: If my OT sucks during the season I want to have the ability to scheme by double teaming or chipping the DE with the RB until I can replace him.
If my QB is bad and can’t make all the throws I should have to play within his limitations or suffer consequences. I like the defensive control they are talking about but that’s basically just football and should have always been in the game. I want gap integrity for LB/ DL and great interactions between defender and offensive units.. Do these simple things and pretty up the graphics and presentations and you’ll have a hit.
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Old 05-02-2014, 06:20 PM   #120
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Re: More Madden NFL 15 Details Revealed

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Originally Posted by Soprano00
...

Maybe it's time to step backward on the amout of "realistic" interactions, but give back to the player control and ultimately, fun.


I agree - I mean there is a balance required, but no matter what ratings you give a created player in Madden - you can't recreate Barry Sanders - or even anything close.


Part of it is the control layout and part of it is portions of the "sim" crowd that have no idea how fast, quick, and sudden the game really is. You can't begin to fathom the speed of the NFL on TV. You can't even really get it at the stadium until you get close - and then it blows your mind.


The left stick is under utilized - how far forward you press the stick should be much more sensitive in the way the game reads it and should impact your speed with greater variety, quick flicks in any direction should be hard cuts, quick flick down and immediately back up should be the "dead leg/hesitation move" from "precision modifier". Quickly moving the stick down and holding for a moment should be the "back juke" to run backwards you should have to turn left or right and keep on going to down (think spin move on R Stick except you continue to hold down at the end) I miss right stick down being high knees kind of deal. I miss the directional quick cuts. They need to factor in a player's balance in their AGI rating so less RBs fall over when running into backside of OL players.


They need to bring back the "timing/pressure sensitive" variations for all the moves - and don't tell me it won't work cuz I have no issue throwing lobs, bullets and variations in between. This way the user has control of the animation attempted - not over ride the ratings, as they would still determine the success/fail of the attempt - but give me back the feeling of control that those variable inputs allowed in Madden's past.


It seems to me that the ratings are there to determine how quickly a player can cut, then regain speed, if a defender falls for the move or not, and so on. So why do we not have the ability to determine what style of animations play out by our input to the controller???


For the record, I am by far more sim minded than not, but if I don't have control over the player I have and what he attempts to do - I might as well coach mode - in which case I might as well save the 60 dollars...
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