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The 4 Best and Worst Things We Know About Madden 18 So Far

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Old 07-26-2017, 01:30 PM   #41
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Re: The 4 Best and Worst Things We Know About Madden 18 So Far

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Originally Posted by Armor and Sword
It's not ratings based at all. That is what is a huge let down about it.

So hopefully next year they make it ratings based on "Simulation mode".
If that's the case, then that is disappointing. You shouldn't be able to have Peyton Manning/Tom Brady-like accuracy when using a QB like Mark Sanchez or Case Keenum.

Madden already has trouble differentiating players, and this was a great chance to improve that.
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Old 07-26-2017, 01:37 PM   #42
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Re: The 4 Best and Worst Things We Know About Madden 18 So Far

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Originally Posted by GiantBlue76
4. Challenge System
See my two items above this. Again, a HUGE part of football on Sunday and it still works the same as it did 13 years ago. Again, really wish they'd stop making FOOTBALL elements take a back seat in a football game to things like Gauntlet, Draft Champions and a story mode.
This is a huge thing for me, along with how the refs report penalties. The commentary doesn't really address the specific play that is being challenged, and at least 50% of the time, the replay doesn't support the call. Then, in the presentation department, they really don't capture the angles, or the TV broadcast feel of challenges. They show 2-3 replays from random angles, often not good angles to actually see what is being looked at, and the ref comes out and says whether or not it stands.

As far as penalties, how is it 2017 and the refs still can't tell us the specific player the penalty is against, or how many yards it costs and what down it is?
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Old 07-26-2017, 01:47 PM   #43
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Worst
No changes to presentations
Fireworks as a talking point by EA
Nothing touched on CFM
Same old player faces and headshots in CFM
No Weekly wrapup show

Last edited by frostbyt; 07-26-2017 at 01:53 PM.
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Old 07-26-2017, 02:58 PM   #44
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Re: The 4 Best and Worst Things We Know About Madden 18 So Far

It's lack of CFM and Presentation improvements for disappointment category.

As for the best I think it has to be the 3 game styles, but not really for this year more for the future and even patch possibility for certain features each group want to see.


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Old 07-26-2017, 03:35 PM   #45
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Re: The 4 Best and Worst Things We Know About Madden 18 So Far

The fact that you don't even play in a NFL game in the story mode for a NFL game is mind boggling.
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Old 07-26-2017, 04:03 PM   #46
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Re: The 4 Best and Worst Things We Know About Madden 18 So Far

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Originally Posted by Armor and Sword
Yeah but I want player ratings to matter and the development team clearly stated once you use target passing, it is all user control and QB ratings are null and void.

So yeah...while I wanted non teathered passing, I want simulation (ratings) to matter heavily in a dice roll on the ability to complete passes. I can learn it and master it (much like meter pitching on The Show and shot stick on 2K) and then make average and below average guys pitch and shoot like elite guys. Not fun for me personally.

So this is great for the tournament/competitive online crowd, but a useless (but sorely wanted) mechanic for the simulation crowd (and that includes online simulation leagues not just offline CFM vs the AI).
Im 100% with every word you said and should of stated that caveat as I have before in other threads.
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Old 07-26-2017, 08:26 PM   #47
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Re: The 4 Best and Worst Things We Know About Madden 18 So Far

As a Pats fan I could care less about Brady being on the cover. The thing I would have put in the "Worst" column is that there has been little attention paid to CFM once again.
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Old 07-26-2017, 08:41 PM   #48
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Re: The 4 Best and Worst Things We Know About Madden 18 So Far

What I would put in the worst column, so far, based on the game play footage at EA Play, is that there appears to sill be suction tackles and tackle animations beginning before players make contact.

A good point about the game is the addition of Coach Adjustments, at least on paper; looking forward to having that additional control over play actions/play styles.
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