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Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

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Old 08-05-2021, 08:26 PM   #9
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

What about AI clock management? Has it been touched since beta?

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Old 08-05-2021, 08:31 PM   #10
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

Not to derail but , rather genuinely, when Clint talks about not putting twists/stunts into the game “just for show” or “check the box”......the *other game* from generations ago had them....were they just for show or did they legitimately work as intended??


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Old 08-05-2021, 08:38 PM   #11
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

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Originally Posted by K_GUN
Not to derail but , rather genuinely, when Clint talks about not putting twists/stunts into the game “just for show” or “check the box”......the *other game* from generations ago had them....were they just for show or did they legitimately work as intended??


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There can't really be a good discussion here about this issue, because there is too much baggage, bias, and preconceived notions for it to go well.
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Old 08-05-2021, 08:44 PM   #12
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

In terms of the playbooks, does this mean that they are adding 40% more to the playbooks or that they are going to be cutting some stuff out? I loved the Titans playbook in the beta and am hoping they don’t remove stuff from it
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Old 08-05-2021, 08:46 PM   #13
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

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Originally Posted by jfsolo
There can't really be a good discussion here about this issue, because there is too much baggage, bias, and preconceived notions for it to go well.

Yeah i know....god forbid adults actually act like adults....


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Old 08-05-2021, 10:15 PM   #14
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

Quote:
Originally Posted by K_GUN
Not to derail but , rather genuinely, when Clint talks about not putting twists/stunts into the game “just for show” or “check the box”......the *other game* from generations ago had them....were they just for show or did they legitimately work as intended??


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I never played 2k8 outside of the demo so I can't speak to that. But in 2k5 the line stunts were just visual movement. They did nothing to actually confuse or freeze the OL. And that was fine for 2004.

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Old 08-05-2021, 10:38 PM   #15
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

This all sounds great. Only one thing made me confused. In what world does Clint live in where he thinks any of the two-man WR/DB animations looked fluid visually? All the two-man animations did was make the game jarring again as WRs and DBs warped into place, double jumped in mid air, etc. The WR/DB two-man animations are legitimately one of my most hated additions to Madden ever. I'm beyond glad they are starting to remove them from the game.
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Old 08-05-2021, 11:12 PM   #16
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

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Originally Posted by michaelhawj
what is supersim like ? is it about sims every plays during gameplay or sim each week in Franchise Hub ?
Supersim is in-game simming. You can start playing with the game and then simulate by the play, the drive, the quarter, or the rest of the game. You can choose before kickoff to only play offense, or only defense, or only play “key moments.” You can also select any of these midgame.

You can also choose the speed of the sim. If it’s fast or medium, you see just a drive chart and list of plays. If you choose slow sim, it is CPU vs CPU in regular gameplay speed.

So, you could choose to only play one side of the ball, but watch the other side in regular game speed (using slow sim), or skip the other side using fast sim (it still takes a bit of time because every play is quickly listed).



In conclusion, it’s pretty useful.
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