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If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable)
This is a discussion on If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable) within the Madden NFL Football forums.
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05-13-2018, 12:53 AM | #33 | ||||||||||||||||||||||||
MVP
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Re: If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable)
I would like to see, though it is probably out of the realm for a Madden game, but COD WW2 has a lobby where people interact. There are things to do like old school Activision games, these are fun, but not sure if they are used often enough to justify others. The lobby in COD also, more so than in game action, allows for the micro-transaction cosmetics from uniforms to weapon skins and avatar icons to be seen and shown off. I would definitely spend money to dress up in a Vince Lombardi Fedora and overcoat and hang in a lobby where I could create challenge games and potentially set up practice matches for others to watch.. If anyone has played COD WW2, players can play against each other in 1 v 1 shout out and the other players in the lobby can watch.. The COD model needs improvements, and it was a slow launch, but it was awesome.. (note: I have not played the game in about 5 months, so I do not know the status of the lobby system currently; I hope it is running smoothly because it was a great idea). When I open Madden I want to be taken into a world of professional football. Not just a flat UI with a bunch of links as in M18 and previous iterations. |
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05-13-2018, 08:24 AM | #34 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable)
There are probably much better solutions to that problem as well.
If we're talking ideal situations, the ideal situation is to make playing realistically the best way to win. This could include a version of what you're talking about, but it has to be done right. The two are not mutually exclusive. But they have to stop using an engine base designed in 2006. Fat chance of starting over and doing it right, of course. But imagine a Madden game where doing stupid, idiotic crap that would never work in real football actually gives the user a DISadvantage instead of an advantage? Something like that has already been done in either NCAA or Madden (can't remember). It worked like this: if you kept calling the same play, the other player was able to see your play-call art. This could be adapted to the CPU. They get a situational awareness boost that increases every time you exceed a certain number of consecutive same play calls.
To an extent they are already trying to do this (QB fumbling for example), but unfortunately their tools are too limited to do it right (which is why the engine needs to be thrown out and rebuilt- but of course that's nothing but a dream).
A tall order, but so is designing an entire system to make the CPU simulate the cheese found in online games. Allowing the CPU to adjust intelligently is a good thing. The problem is the engine. At least for those of us who want Madden to be an NFL Simulation first and an E-Sport second, which is clearly not the crowd you belong to, so naturally you'd disagree with my take on it.
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Last edited by your mom; 06-06-2006 at 6:06 PM. |
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05-13-2018, 08:35 AM | #35 |
MVP
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improve and add game-play mechanics
passing game- incorporate an advanced passing option similar to back breaker. catching for both offense and defense, make catching the ball a fully manual function.** id have the catching window variable based on the defender and receiver ratings.*** match ups would matter, cause now you would want to have your best cb's on the best receivers... these two options would go a long way in balancing gameplay. AI adjustments* in-game definitely* have to be improved.
roadman likes this.
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05-13-2018, 08:35 AM | #36 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable)
Then you can have the same kind of moves and counter moves seen in the NFL. This is not a mutually exclusive situation here.
We want an engine where REALISTIC play gives the best chance of winning, and then by all means put all of that into the CPU and give it the same tools.
Here's what sim players want: Super Bowl, Falcons vs Patriots. Falcons get a huge lead. Falcons have a lot of success running the ball. Second half comes. Patriots adjust. Running becomes far less effective for the Falcons. The Patriots run a lot more hurry up. The Patriots then, at the most critical moment on a two point conversion, call a play that exploits the way the Falcons had been playing short yardage all game. That's what happened in the real Super Bowl. Moves, counter moves, counter-counter moves, etc. That is what the sim crowd wants. What the sim crowd DOESN'T want: User makes Joe Flacco scramble 40 times a game. CPU then simulates that play to "teach" new users how to compete against experienced users online, making Joe Flacco scramble 40 times a game. Now every franchise season has Joe Flaccco leading the NFL in rushing. The problem is NOT the CPU having access to the same tools as the user. That would be a wonderful thing that sim players would embrace whole-heartedly. The problem is that the game rewards idiocy too much and realistic football play not enough. Fix the engine, and THEN add this feature.
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Last edited by your mom; 06-06-2006 at 6:06 PM. |
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05-13-2018, 08:39 AM | #37 | ||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable)
Another example: The CPU playing press coverage when I have a 96 speed WR on the outside. That is something that flies in the face of what BOTH of us want: it's not sim (no team is playing press cover zero against Randy Moss), and it shows a complete failure of the CPU to adapt to what's going on on the field. What you say you want is not mutually exclusive with making Madden a football simulation. But an engine from 2006 that's been patched and tweaked for more than a decade isn't the way to get that done.
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Last edited by your mom; 06-06-2006 at 6:06 PM. Last edited by ForUntoOblivionSoar∞; 05-13-2018 at 08:42 AM. |
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05-13-2018, 12:36 PM | #38 | ||||||||||||||||||||||||
MVP
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Re: If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable)
While I’m on the subject, titles like NBA 2k have set the benchmark when it comes to pushing forward with franchise mode and still satisfying competitive players demands. It’s my opinion that if necessary, Madden should implement non essential micro transactions to satisfy the corporate bottom line.
roadman and SageInfinite like this.
Last edited by RogerDodger; 05-13-2018 at 12:39 PM. |
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05-13-2018, 02:34 PM | #39 |
Rookie
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I love seeing the community reply with the need for a complete overhaul of gameplay and Franchise mode. Unfortunately it seems only the people who buy the game are this passionate about these things as the developers continue to worry and work only on aspects which will cost people to purchase and purchase. *Business wise, one would think it important to produce a product that a major amount of it's target audience is asking for, yet according to their internal research, I can only suspect we are no longer their target audience.
My hope is they react for once- honestly- to the public and just say one final time- "Yes, we are embarking on a new path that will ultimately release a game focused on superior and realistic gameplay including Franchise" or "No- these games where micro transactions rule the day are the way we will focus moving forward." I doubt anything so transparent will ever be released by EA, but one can continue to hope, can't one? |
05-13-2018, 06:05 PM | #40 | ||||||||||||||||||||||||
MVP
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Re: If You Were in Charge of Madden: What Is Your Five-Year Plan (Roundtable)
Not quite. I hear what you're saying. But what you're referring to is essentially increasing the available number of animation assets and putting trigger limits or access depending on the ability of the individuals (if they're superstars, average or weak) in given a certain situation. More importantly, it would fall on the shoulders of the AI programmers as well. Of course the animators would be heavily involved in the process-- they would know exactly when a set of animations should be triggered. But having the proper animations trigger, how and when they should be triggered for a given situation is predominantly the programmers' responsibility. Animations C, D,E,F gets trigger when Player X is this many units away from the sidelines, and how many defensive players are surrounding Player X, and the positions of any surrounding defenders, the ball path trajectory, and many more variables, etc. etc. etc. If player X (rated abilities, ranked capabilities, superstar, above average, average, weaker, etc.) and defender Z interacts one of many ways, a set of tiered contextual animations (Ca, Cb, Da, Db) could be triggered, etc. etc. ...... But what I'm talking about is not signature animations. I'm strictly talking about capturing proper biomechanics of human athletic movement. They're not the same and SDS falls short in a lot of their "general run of mill" animations. MLB the Show pitchers not tucking their glove side arms, not swiveling their hips and shoulders independently to generate the proper torque angle, not having the proper arm angles with respect to the body as the pitcher rears back, along with improper follow through and recoil is not "signature animations." It's simply about getting the mechanics of movements correct. I understand what you're saying and yes, contextual situational awareness along with a systematic animation tiered approach separating capable from less capable players and out of position players is definitely important. But when SDS isn't exactly doing simple athletic movements justice, I would be concerned about bringing them on board. SDS have had years to fix their general basic run of the mill animations and the same ones still plagues the series. Or let me rephrase that. Get an understanding to how SDS blends together different set of animations and transitions would be nice, but recruit someone or a team that actually understand the biomechanics of how a body moves. It starts with the basics. Either Visual Concepts, team that worked on Pro Yakyuu Spirits, Dixney/Pixar/Dreamwork to oversea the animation department along with a team who understands how to properly take raw mo-capped sequences, clean them up, and prepare them for in-game animation assets.
Impetuous65 and 4thQtrStre5S like this.
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Fixes NBA2k Defense AI,Footplant, Gameplay MLB Show Pitching/throwing Madden/Live Animations Walking, Throwing Last edited by strawberryshortcake; 05-13-2018 at 06:23 PM. |
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