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Simulation Setting Gameplay Feedback
This is a discussion on Simulation Setting Gameplay Feedback within the Madden NFL Football forums.
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08-30-2017, 09:26 AM | #17 |
Banned
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Re: Simulation Setting Gameplay Feedback
I agree with all you said.
There is really nothing to add, since you have video of the problems pretty much everyone is having. I know there will be people who come in here and say oh its fine, you get 65 to 69% completion ratio. Yes, but my CFM Steelers team is on pace to set a new NFL Sack record for the season. Not 100, not 150, but on pace for 180 sacks. In one season. Thats over 100 more then the current record. And 70% plus of those sacks have been on the statue QBs, or the dumb scramble. |
08-30-2017, 09:53 AM | #18 |
MVP
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Re: Simulation Setting Gameplay Feedback
All-Pro Sim 14 min/18 clock 120-130 total plays. Sliders: Pass reaction and coverage 52 for both hum and cpu.
Coverage is better with minor slider tweaks. Safety play still poor, they continue in backpedal when there is no deep threat. Poor zone recognition when players are entering or in their zones. An overall tightening of the secondary is needed. There are no bonuses for smarts or technique when it comes to cornerback play. Brent Grimes is good IRL but too slow to play in Madden. WRs get instant separation. This is due to poor technique and poor change of direction by DBs. I'm personally getting inaccurate throws from hum and cpu. It does seem random though. I've had Goff carve me up yet I've also shut down Brees. CPU QBs have to sense pressure better and get rid of the ball. I know we hated it when we'd get the incomplete pass when it appeared to be a sack fumble but I'd prefer that to all of these sacks. And it will help to get completion percentages down. It is necessary to use all of the tools, i.e. coach adjustments, i.d. the mike, slide protect, pass commit, shading, etc to get the best experience. If you aren't mixing it up on defense and using these tools you will give up 80% passing. Also, know your personnel. Run commit should not commit your entire secondary especially if there is no play action. DBs responsibility is still pass first. I'd also like to add that when you play longer quarters there is no need to see every kind of play in almost every game. If you run enough plays you're bound to get a blocked kick, kick or punt return, pick 6, huge breakaway run or deep bomb in almost every game. Last edited by Bootzilla; 08-30-2017 at 09:58 AM. |
08-30-2017, 10:01 AM | #19 | ||||||||||||||||||||||||
MVP
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Re: Simulation Setting Gameplay Feedback
1.- Its always a pleasure reading you post because your post are top notch!. posting videos as evidence, very nice, it a pleasure, we can tell you take your time when creating this threads. Very well done! 2.-If they only fix this on madden 2019, i would buy it, some of these issues were in maddden since several years now (Screens sacks for example) but EA keep going year after year without fixing them. Hopefully they patch this for this current version but i doubt it. EA needs to look at this post and that`s all they need to know to get this patch great. The major issues are resume in here.
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English, is not my first language. |
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08-30-2017, 10:03 AM | #20 | ||||||||||||||||||||||||
MVP
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Re: Simulation Setting Gameplay Feedback
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08-30-2017, 10:26 AM | #21 |
MVP
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CPU/Human QB Accuracy is ridiculous for a 'Simulation'
The CPU/Human QB accuracy is the biggest issue I have with Simulation (and one of my biggest issues with Madden year over year). Having an elite quarterback in the NFL is the biggest advantage that any team can have, elite quarterbacks take average teams and bring them to the playoffs year over year; teams without good quarterbacks, even when they have above average teams around them, suffer and rarely go over .500, let alone make the playoffs.
Look at the Colts, Green Bay, New England, the Panthers when Cam was elite 2-3 years ago, and so on, and in every circumstance their teams are dramatically better when their elite QBs are on the field. The New England Patriots were the best team in the NFL last year and the Buffalo Bills were a below average crummy team, and yet in week 4, Buffalo blanked New England 20 - 0 (or around that), because both elite QB Tom Brady and average QB Jimmy Garapollo were out, and below average/average and injured QB Jacoby Brisette was the QB. This offense would go onto be one of the best offenses in the NFL, and this was with Gronk and Dion Lewis, two of the biggest playmakers when they're on the field, and yet, they got blanked, they couldn't move the ball, they rarely got the ball past the 50 yard line. In Madden, in Simulation mode, on All pro difficulty, QB ratings don't matter, or they matter so little that it's of no consequence. Now, I can understand this in Arcade where you want everybody to be able to move the ball, and even in competitive, where you want player skills to matter more so than the ratings on the field. But in simulation mode, the most important player on the field, the QB, needs to have a wider range of attributes contributing to their play. CPU AI QB DeShaun Kizer, untested rookie QB with relatively low accuracy and low awareness, went 19/20 and 300+ yards against Minnesota in my latest game -- 95% accuracy. This was also with CPU QB Accuracy tuned down to 30, from 50. His only incompletion was a dropped pass, but it was dead on in the receivers hands. Now, part of this was the absolutely horrible zone defense in Simulation, All Pro. Now, maybe Kizer is going to be some elite star in the NFL (I Hope he is), but right now, he shouldn't be. Similarly, Christian Hackenberg -- a guy who very well might be cut by the Jets in a week -- was 16/18, his only two incompletions were an interception and the other an immediate throw away almost seconds after the snap. The throw away was weird QB logic, the interception was because he was too accurate and my DB ran a better route than the WR. Hackenberg might be the worst QB on a roster in the NFL, but his accuracy numbers were almost 90%. In Simulation mode there is almost no perceived drop off in play between a 99 overall Tom Brady and a 66 overall Christian Hackenberg. You could probably trade Christian Hackenerg for Tom Brady, straight up, and the CPU's production would hardly change on a Christian Hackenberg led Patriots offense. Now, in Arcade and Competitive, whatever, it doesn't really bother me, but in Simulation mode, QB play should be one of the most important factors in the NFL. It's the reason why Minnesota had to sell the farm to get Sam Bradford last year, because having an average/good QB was the difference between being a playoff competing team or being in the basement of the NFL. It's the reason why the Cleveland Browns have not been good for almost 30 years. They draft QBs in every other Draft because they haven't been able to get a good quarterback since Bernie Koczar. It's the reason why Jacksonville is on the verge of rebuilding, after they've dedicated the last 4 years to rebuilding because Blake Bortles has forgotten how to be an NFL Quarterback, and what was a sneaky favorite for winning the AFC South last year (with the assumption Bortles was just in a temporary slump), is now a team that will struggle to finish in the top half of a bad division. Last year, the Oakland Raiders went 12-4 with an excellent high powered offense, they were a favorite for finishing the AFC with the best record and it looked like New England might be traveling to Oakland for the AFC title game... and on one play in week 16, their star young QB broke his leg. On one play their season took a turn, and not only would New England be hosting the AFC title game, Oakland would get bounced in the wild card round by a mediocre Houston team and while Carr made them one of the most fun offenses to watch in the NFL, backup Connor Cook would barely be able to throw over 150 yards in the game. But in Madden, the talent of CPU QBs doesn't matter. Hackenberg, Aaron Rodgers, Tom Brady, Blake Bortles, Ryan Mallett, Derek Carr, Connor Cook, they're all the same. Connor Cook is as like to go 21/24 and 380 yards against Houston as Derek Carr is. It's the most important position in the NFL, and Madden in simulation mode treats it basically like the punter position where, sure, maybe having an elite punter makes a difference, but the difference between the 65th best punter in the NFL and the 10th best punter in the NFL isn't really that much of a difference. Likewise with how Madden treats QBs in Simulation mode. |
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08-30-2017, 10:39 AM | #22 |
Rookie
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Re: Simulation Setting Gameplay Feedback
For me, I've been screaming for years that I want a setting where the players play to their ratings. The whole 'simulation mode' was a major selling point for me. When I buy the game and use default All Madden sliders and Nick Foles go 12-15 (2 INTS and the other incomplete pass as because the receiver ran out of bounds) that is a problem.
Or when I put my punter in as a QB, he, too throws with laser accuracy, that is a problem. Sorry, but I have to say... I feel duped big time on this one.
deiied likes this.
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08-30-2017, 11:05 AM | #23 |
Rookie
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Re: Simulation Setting Gameplay Feedback
I totally feel the feedback of bad quarterbacks being too good in madden. I totally understand it should be different and it should be worth it to pay an elite quarterback 25M+/y compared to a rookie. I can really see that it should be different in sim mode, but...
...how would a game look like? I would take it as a given that even in sim mode we will still play the QB, so there are many attributes we are replacing with the human component. The quarterback needs no vision or awareness, because that's user controlled. So basically we have throw power and accuracy (and maybe speed/acceleration if you want a running qb). How do you want to reflect an inaccurate QB? At first thought - quite easily. Throws should be off a bit (sometimes more, sometimes less), that's clear. Let's say the AI aims at about 50-55% completion for a bad quarterback, so meaning that if you are the perfect gamer behind the QB every 2nd throw will just be off target and maybe an interception - not counting the obvious wrong decisions which happen to most gamers. Even with an elite quarterback about 1/3 of the throws would be off target even for the best gamer. I can't really imagine that this would be fun to most players. I honestly believe it could be a bit better, but as the QB position is heavily influenced by the gamer it will always be un-sim.
cable guy and ggsimmonds like this.
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08-30-2017, 11:27 AM | #24 |
Pro
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Re: Simulation Setting Gameplay Feedback
Duece, whats your injury slider in cfm set at? With it defaulted at 50, its meant for 6 minute quarters. The injury slider has a pretty strong effect on the aggresiveness of the defense, especially from the pass rush. It seems many are playing longer quarters (i dont know why eawhite thought it was a good idea to default it to 6 minute qrtrs) and lowering the injury slider which in turn lessens the aggressiveness of the pass rush and ultimately effects the accuracy of the qb.
roadman likes this.
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