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Whew - PRO-TAK is Much Better Now

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Old 06-06-2009, 05:48 PM   #41
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Re: Whew - PRO-TAK is much better now.

That is good, things looked just a little bit off with the Pro Tak in action from the E3 videos. I just assumed it was because of it being an earlier build though and that things would be tightened up. Glad he saw it too and worked out the kinks.

Did we ever get an answer to whether or not the game was supposed to cut to the play call screen as soon as a play is over with the cut scene in the background or if it was just someone hitting the button to skip past things? That is my next big issue as I figured pass rush should be adjustable with sliders and game levels etc.
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Old 06-06-2009, 05:49 PM   #42
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Re: Whew - PRO-TAK is much better now.

Sounds good, appreciate the update Ian. Man i cant wait to see Beanie Wells in action, and see how he performs with a head of steam
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Old 06-06-2009, 05:51 PM   #43
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Re: Whew - PRO-TAK is much better now.

Quote:
Originally Posted by Ian_Cummings_EA
Locomotion, momentum, acceleration, etc is all still being worked on so once we get locked in I'll do my best to let everyone know how it panned out (positive and negative). Though the game was more 'weighted' at community day than it is now, it was also the primary cause towards all of our broken gameplay (600+ rush yards per game with fast players, easy money 100% completions on curls and slants, etc). I am still definitely happy with the strides taken this year. Every single person felt the changes immediately at E3...and that was a great goal to reach.

Just so you all know, compared to the build at community day, as of right now the turn rates are about 4% tighter, and acceleration/deceleration are about 8% faster. The direction change animations (they are still there) were trimmed to be about 7% shorter.

Even with us having to slightly back away from the CD values to help fix all of our AI issues, I just thought it would help to compare the current Madden 10 values against Madden 09..
Turn rates = 46% wider than 09
Acceleration/Deceleration = 32% slower than 09
Direction change animations = can't compare, there really weren't any in 09

I am honestly the most concerned with the actual bugs at this point where players blip around and face the other direction without having to cut or slow down and follow ANY laws of momentum...it is a much more rare occurrence now but it is still happening (mostly with blockers). Momentum is still very important to me though - we are doing our best to balance the game to not have money plays and AI issues while still keeping that "SIM" feel at the fore-front. Will update soon.
Excellent. Thanks for the response Ian. I understand it's a delicate balance. Obviously hard issues would be the priority. I'm just glad you're still actively toying with this stuff where you can.

As I've said many times since the E3 footage has poured in: The improvements are quite tangible to me. I'm looking forward to getting my hands on it and getting a feel for how it plays as well.
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Old 06-06-2009, 05:56 PM   #44
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Re: Whew - PRO-TAK is much better now.

Good job.

I noticed some stuff and I was like this can't be happening. No way.

But kudos on updating us. I hope y'all make the game a lot better. You still got time.
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Old 06-06-2009, 05:56 PM   #45
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Re: Whew - PRO-TAK is much better now.

Thats really good to hear and i cant wait for the vids =D
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Old 06-06-2009, 05:56 PM   #46
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Re: Whew - PRO-TAK is much better now.

Still no word on 3-4 lineman drawing double teams or 4-3 DE being converted to OLB to play in the 3-4?
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Old 06-06-2009, 05:58 PM   #47
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Re: Whew - PRO-TAK is much better now.

Thanks.
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Old 06-06-2009, 05:59 PM   #48
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Re: Whew - PRO-TAK is much better now.

Quote:
Originally Posted by Ian_Cummings_EA
Locomotion, momentum, acceleration, etc is all still being worked on so once we get locked in I'll do my best to let everyone know how it panned out (positive and negative). Though the game was more 'weighted' at community day than it is now, it was also the primary cause towards all of our broken gameplay (600+ rush yards per game with fast players, easy money 100% completions on curls and slants, etc). I am still definitely happy with the strides taken this year. Every single person felt the changes immediately at E3...and that was a great goal to reach.

Just so you all know, compared to the build at community day, as of right now the turn rates are about 4% tighter, and acceleration/deceleration are about 8% faster. The direction change animations (they are still there) were trimmed to be about 7% shorter.

Even with us having to slightly back away from the CD values to help fix all of our AI issues, I just thought it would help to compare the current Madden 10 values against Madden 09..
Turn rates = 46% wider than 09
Acceleration/Deceleration = 32% slower than 09
Direction change animations = can't compare, there really weren't any in 09

I am honestly the most concerned with the actual bugs at this point where players blip around and face the other direction without having to cut or slow down and follow ANY laws of momentum...it is a much more rare occurrence now but it is still happening (mostly with blockers). Momentum is still very important to me though - we are doing our best to balance the game to not have money plays and AI issues while still keeping that "SIM" feel at the fore-front. Will update soon.
Thanks for the update again Ian. I looking forward to the final version of the game in 2 months. BTW Ian will ya'll be doing any offline franchise blogs in the next few weeks??
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