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What we got Vs. What we want.

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Old 08-05-2008, 03:51 PM   #25
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Re: What we got Vs. What we want.

Quote:
Originally Posted by capp34
I emphatically agree with that...Head coach should be madden franchise mode.
Why? You're willing to pay for it. EA is selling it.

If you're willing to pay for it, why not sell it as a stand-alone game?
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Old 08-05-2008, 03:58 PM   #26
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Re: What we got Vs. What we want.

Quote:
Originally Posted by callmetaternuts
I see what the OP is getting at, and yes, there are things missing out. But it hink a more constructive way of doing this would be to start a thread, or PM Ian and let them know what we want in 2010. Give them a good lead. Complaining and griping on 2009 wont help. If we can be constructive and give decent examples, id like to believe that the EA team that is here will take those and look into them.
My idea was not to just make another wish list though. I was expecting to give them feedback on what was implemented this year and where we thought they were headed. Additionally, to present as a whole what we would like them to aim for next year pertaining to hardcore gameplay.

If you ask what I would like to accomplish? I am only asking EA to focus a higher percentage of man hours on hardcore sim gameplay development. Focusing less on lighting, grass, end zone dances and backtrack. I understand that one doesn't take away from the other. I think some of us just expected the hardcore features of last gen to be implement (and maybe improved on) by now.

From what I read there are a lot of hardcore gamers on this board, some of which do nothing but bash EA about what they got wrong this year. I'm looking to inform EA of what they got right, what is close to being right, what needs more work, what is broke and what most are not interested in at all.

I'll start:
What they got right = EA the grass is just fine.

What is close to being right = The running game very close to being great. (judging by the second demo)

What needs more work = Online seasons. (I expect it will be better next year but I expected full franchise this year)

What is broke = Field degradation (You are already aware)

What I'm not interested in at all. Realistic looking grass and endzone dances. (impo)

I don't pretend to be an English major. I welcome any/all recommendations on what you guys think the best way to communicate this is.
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Old 08-05-2008, 04:06 PM   #27
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Re: What we got Vs. What we want.

Quote:
Originally Posted by capp34
I emphatically agree with that...Head coach should be madden franchise mode.
Add me to the list.
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Old 08-05-2008, 04:12 PM   #28
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Re: What we got Vs. What we want.

Quote:
Originally Posted by SoxFan01605
lol...speak for yourself on #2.

I want a realistic franchise in Madden as much as anyone, but to compare it to what Head Coach is supposed to be is wrong, IMO. My feeling is, give me both...an improved and rewarding Madden franchise AND Head Coach. I don't think you can compare a feature issue in one game to the sum of another games parts...

I disagree on what you disagreed on!

Head Coach was developed straight from our Madden Franchise wishlists.

What on this list do you not want added to madden?
  • Team ratings preferences: teams will draft according to individual preferred ratings (e.g., the Oakland Raiders will prefer speed players)
  • Coach preferences: head coaches will favor free agents they worked with before
  • Free agent signing: the game will abandon the Madden method of free agent signing, and will utilize an eBay-styled auction system, and a live timer. Also RFA will run on the same system.
  • Improved player contract AI: players will be more aggressive and demanding during negotiations
  • Improved NFL Combine/Pro Day: players ratings change more realistically following their Senior Bowl, NFL Combine and Pro Day activity respectively
  • Improved menu system, in the form of a coach's clipboard[4]
  • Expanded Rosters now allow for 75 players in the offseason with weekly cuts in the preseason until the rosters are down to 53 at the beginning of the season.
  • The GM of each team will invite unknown players to training camp, just like in real life, where the head coach will have to hold practice to find out which ones are worth keeping and which ones to cut.
  • Physical punishment builds up throughout a season and can lead to various injuries. (If a player continuously gets hit hard in the same spot of the body, eventually he'll suffer a severe injury)
  • Players can now come out of retirement as well as players from smaller leagues joining the league.
  • Players can now leave for "personal reasons."
  • The coaches you hire will affect the style you play, and the more famous they are, the more control they will demand from you (such as Mike Martz or Bill Parcells) in order to have them coach under you. You can now also hire college coaches that will add their own style to your playbook, such as bringing the option into the NFL.
  • You can sub players at any time to any position
  • Make plays and export them to Madden 09 or make them mid-game to stop a spread offense or blitz
  • Teams now track the future of the position in order to keep you informed as to how to upgrade a positions through showing you who is coming up in the draft as well as who will be a free agent.[6]
Other notable features include:[7]
  • Improved draft day trading, including the ability to trade draft picks as well as future picks
  • Improved trade AI, including computer-computer trades
  • Trade timer, forcing a trade to be completed in a limited set of time
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Old 08-05-2008, 04:13 PM   #29
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Re: What we got Vs. What we want.

Quote:
Originally Posted by MaxMan1000
I'm not sure I see a correlation between these two. Backtrack is color commentator play analysis. It's broadcast standard stuff. This is one of the things we needed in order to bolster presentation.

I think a lot of people are having the wrong idea about what Backtrack is, although I'm confused about how that idea got started. But in a nutshell, it's the same analysis of plays that you get from color commentators on Sunday's. And, Cris sounds fantastic!
I agree with improving the presentation and I like how it has been implemented. I think I'm associating Backtrack solely with "do overs" or "mulligans" if you will. There is more to Backtrack and I'll form a better opinon after 8/12.

Quote:
Originally Posted by swanlee
I understand the OP and will add my own
1. Action Camera VS User Adjustable Camera
2. Head Coach 2009 VS A more complete Franchise mode in Madden
I agree with both.
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Old 08-05-2008, 04:24 PM   #30
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Posts: 7,995
Re: What we got Vs. What we want.

Quote:
Originally Posted by thudias
I disagree on what you disagreed on!

Head Coach was developed straight from our Madden Franchise wishlists.

What on this list do you not want added to madden?
  • Team ratings preferences: teams will draft according to individual preferred ratings (e.g., the Oakland Raiders will prefer speed players)
  • Coach preferences: head coaches will favor free agents they worked with before
  • Free agent signing: the game will abandon the Madden method of free agent signing, and will utilize an eBay-styled auction system, and a live timer. Also RFA will run on the same system.
  • Improved player contract AI: players will be more aggressive and demanding during negotiations
  • Improved NFL Combine/Pro Day: players ratings change more realistically following their Senior Bowl, NFL Combine and Pro Day activity respectively
  • Improved menu system, in the form of a coach's clipboard[4]
  • Expanded Rosters now allow for 75 players in the offseason with weekly cuts in the preseason until the rosters are down to 53 at the beginning of the season.
  • The GM of each team will invite unknown players to training camp, just like in real life, where the head coach will have to hold practice to find out which ones are worth keeping and which ones to cut.
  • Physical punishment builds up throughout a season and can lead to various injuries. (If a player continuously gets hit hard in the same spot of the body, eventually he'll suffer a severe injury)
  • Players can now come out of retirement as well as players from smaller leagues joining the league.
  • Players can now leave for "personal reasons."
  • The coaches you hire will affect the style you play, and the more famous they are, the more control they will demand from you (such as Mike Martz or Bill Parcells) in order to have them coach under you. You can now also hire college coaches that will add their own style to your playbook, such as bringing the option into the NFL.
  • You can sub players at any time to any position
  • Make plays and export them to Madden 09 or make them mid-game to stop a spread offense or blitz
  • Teams now track the future of the position in order to keep you informed as to how to upgrade a positions through showing you who is coming up in the draft as well as who will be a free agent.[6]
Other notable features include:[7]
  • Improved draft day trading, including the ability to trade draft picks as well as future picks
  • Improved trade AI, including computer-computer trades
  • Trade timer, forcing a trade to be completed in a limited set of time
lol...I'm not arguing that point, but I'm thinking strictly in terms of results. In Madden all that can occur, but I can easily override my offseason moves with better/worse gameplay ability. I like the idea of building a head coach up, making decisions, and impacting a franchise though purely through strategy/decision making. For Madden, you give me the logic aspects for player/coach signings, trades, drafts, etc....I'm fine. I think there are aspects of Head Coach that are best left to stand on their own...and yes, I realize you can make that optional,hich leads me to...

This is really the main point, at the end of the day all these things are fighting for memory and space...at least on consoles. If you incorporate EVERYTHING from Head Coach into Madden, how will other needed gameplay aspects end up? I don't know much about programming, but I know a bit about prioritizing, so I'm just speaking in realistic terms. Sacrifices will have to be made, so why not allow for two games and limit the sacrifices for each?
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Old 08-05-2008, 04:33 PM   #31
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Re: What we got Vs. What we want.

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lol...I'm not arguing that point, but I'm thinking strictly in terms of results. In Madden all that can occur, but I can easily override my offseason moves with better/worse gameplay ability. I like the idea of building a head coach up, making decisions, and impacting a franchise though purely through strategy/decision making. For Madden, you give me the logic aspects for player/coach signings, trades, drafts, etc....I'm fine. I think there are aspects of Head Coach that are best left to stand on their own...and yes, I realize you can make that optional,hich leads me to...

This is really the main point, at the end of the day all these things are fighting for memory and space...at least on consoles. If you incorporate EVERYTHING from Head Coach into Madden, how will other needed gameplay aspects end up? I don't know much about programming, but I know a bit about prioritizing, so I'm just speaking in realistic terms. Sacrifices will have to be made, so why not allow for two games and limit the sacrifices for each?
Well lets not fool ourselves into thinking we know the limitations of memory and space because neither one of us works for EA. That really isn't for us to worry about. I have never heard anyone say this can't be done because of memory and space. I also do not think we should have to sacrifice game play.

My point is ask for everything and let them tell us they cant fit it in or to prioritize for them.

I do agree with your last point of having two games as an option IF big IF here is that they are FULLY integrated.
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Old 08-05-2008, 04:33 PM   #32
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Re: What we got Vs. What we want.

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Originally Posted by Pared
Why? You're willing to pay for it. EA is selling it.

If you're willing to pay for it, why not sell it as a stand-alone game?
Because I actually play the the games.
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