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Locomotion Wishlist for '11

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Old 07-08-2009, 09:36 PM   #25
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Re: Locomotion Wishlist for '11

Quote:
Originally Posted by adembroski
The term animation refers to a broader aspect of the game. When we're talking about locomotion, we're not talking about tackles, jump balls, throwing motions, or even running animations. You can have good running animations and terrible locomotion (see NFL 2k through 2k4).

Locomotion is the effect of gravity on a human and his effort to move despite it.
The current run locomotion in Madden is a looped animation though right...? They really need to branch off of cycling one run animation as a player is moving to making it dynamic. As a player moves he should be switching between several different positions that are relative to the player being in traffic, speeding up, slowing down, ect ect.
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Old 07-08-2009, 09:51 PM   #26
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Re: Locomotion Wishlist for '11

if i'm not mistaken, the developers said that locomotion is a priority this year.
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Old 07-08-2009, 10:01 PM   #27
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Re: Locomotion Wishlist for '11

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Originally Posted by unisol_us
http://www.nfl.com/videos/nfl-air-an...son-highlights

Watch the run @ the 1min 29 sec mark. What a beautiful cut then he hit full speed in about 3 more steps. If you watch the reply they show that run from the end zone cam. What a thing of beauty.
Now let's dissect this footage shall we?

ok, at :12 seconds, this is what the double juke should look like. and it should freeze the defenders as such. and you at about 14 seconds, he tries to cut back up? that should be the right stick. if you are going sideways, there is no reason in hell that the runner should still juke sideways. If the runner is going sideways, then the runner should be trying to cut upfield when you use the juke stick.

and notice how almost every tackle is when a defender is grabbing his legs. pay attention. if the defender is grabbing the runner's legs, then the runner should be leaning forward as tomlinson is doing. there is not going backwards unless the defender tackles the legs, and has the leverage and strength to also hit his waistline and push him back. otherwise, the runner should be going forward.

In the next play (at around :25 seconds) this is what i mean by second attempt diving and also by the shoulder charge. depending on the situation as in this one, the back should be trying to push the pile and when he makes contact, makes a quick shoulder charge and if he gets wrapped up, you should still be able to press square (or x on the 360) and make an attempt for the reach to break the plane.

*you also notice how they have replays in two different views after the touchdown? wanna know why? cuz it was a touchdown. this is what presentation should be like.*

*also. you notice how madden gives a play by play on the....play? because it was important. I think this should be another kind of backtrack feature. (but for important plays not just mistakes)*

*o and then you have the fans cheering*

but continuing on... then on the next play (:47-:52 seconds) you see how the gang tackle brings him down immediately? no hugging. also, notice how the safeties on the second level are being aware of where he's going. no makes a bee-line for LT. they have to be patient. Ps notice the blocking (how they're pushing and shoving. esp. the fullback. this is how it should be).

next play to the endzone (:59-1:05) deflection, deflection, deflection. no sliding off. no hugging. contact baby. Contact.

*then notice how LT puts his finger up like "yeah baby TD!"

Next play (the shweet one). (1:25-1:38) Now listen.
When he makes that defender miss like that, that's the right-stick juke. when he finds that whole by getting that quickburst cut going on? that's the ball carrier vision i was talking about earlier. in madden, the runner should recognize the whole forming up and use the cut to squeeze through. as players, if we see the same thing, that's where the runner should cut. *also notice how his body moves and how his hips and torso turn when he's making these cuts based on momentum*

Next play (2:13-2:20) this is the only time a player should slide off. and it's only when he's down low at the runner's legs. the defender is caught out of position because of LT's speed and because he has to go low, his momentum is off while LT has like 70% momentum. So LT wins. also notice how when he does slide off, he gets thrown on the ground and rolls around a bit -why? momentum.

HA! 2:21 - player emotion. put this in EA and my hat goes off to you.
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Old 07-08-2009, 10:02 PM   #28
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Re: Locomotion Wishlist for '11

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Originally Posted by iBlievN5
if i'm not mistaken, the developers said that locomotion is a priority this year.
they said that was top priority for m11.
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Old 07-08-2009, 10:04 PM   #29
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Re: Locomotion Wishlist for '11

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Originally Posted by HolyCrap
1. Make leverage, weight and strenght matter.

2. Acuratly capture the violence of the NFL game no hugging or running in place.

3. Running animations make the players have waist bend when they run

4. improve offensive line play. make the oline double team D-linemen and pulling lineman should actually block someone

5. Improve defensive awareness and make block shedding more realistic. in the NFL players dont just shed blocks as soon as the ball carrier is next to them
THANK YOU! This game needs to be more violent.
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Old 07-08-2009, 10:33 PM   #30
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Re: Locomotion Wishlist for '11

So wait are you guys saying there is no locomotion in m10?
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Old 07-08-2009, 10:40 PM   #31
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Re: Locomotion Wishlist for '11

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Originally Posted by DereckM
So wait are you guys saying there is no locomotion in m10?
No, that would mean players can't move.
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Old 07-08-2009, 10:46 PM   #32
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Re: Locomotion Wishlist for '11

So they just have to add to how the locomotion looks and moves adembrosk?
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