02-13-2012, 01:03 PM
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#62
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Banned
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Re: QB Vision
My issue with a revised vision cone mechanic is the potential for it to be mastered by "labbing" and allowing Users to supercede a QB's skill with their own "stick skill". In a basketball game ratings matter, so that User controlling a player means being limited to what they can potentially accomplish. You can't User control D. Howard and make 3 pointers by "labbing" stick skills. This same thing should apply for players in Madden and QB's, in relation to this discussion.
First before talking about any controller mechanic, it's paramount that Madden recognize the necessity of representing QB footwork and it's effect on passes. Even if Brady, Brees or the Mannings are being User controlled, they shouldn't be throwing accurate tight spirals when shuffling around the pocket without their feet set making passes. Again, in a basketball game, even the deadliest User controlled shooters need good technique to utilize their skill set. Now, I don't ever want any game to prevent Users from attempting whatever their heart desires but I want those decisions to have applicable risk/reward represented. So if Users want to throw passes before the QB's feet are set, they should be able to but they should suffer an accuracy hit similar to those from QB vision when not "lock on" to their intended receiver.
Sticking to the basketball game comparison, timing has to become a key factor in the Madden passing game. Therefore, route based passing must return and QB drop back in relation to timing, rhythm and optimal accuracy needs to be represented. So when User controlling Grossman, the need for optimal timing and getting the ball out of his hands in rhythm is greater than say User controlling Brady because Grossman's limited accuracy creates a smaller window for error. So User controlled Grossman's footwork and timing should have to be perfect on a deep pass, just to achieve his maximum 80 DAC (deep accuracy).
Representing those things, instantly causes QB pressure to be just as potentially effective as sacks in Madden because forcing a QB to move around in the pocket would increase the chance of an inaccurate pass due to poor passing footwork and disrupted timing.
Now the control mechanics and visuals I think have been pretty much nailed by others, if Madden intends to keep the "bird's eye" gameplay view. Leave out the QB vision "flashlight" and replace it with a non evasive highlight under the receiver/button icon the QB is "locked on"/staring at. What would differentiate high AWR QB's from those with low AWR, would be the time it takes to lock on/stare at a new receiver.
For example, the highlight would be solid under the X button receiver when locked on and pressing X would make the pass. However, if the User wanted to go from "locked on" to the X receiver, to the A receiver, one press of the A button would cause the highlight to move under the A receiver but it would blink until the QB was locked on. The User could attempt a pass at anytime with a second button press but until the highlight is solid, there would be an accuracy hit, not as severe if not looking at the receiver at all but still applied.
The only thing I would add about the controller mechanics is the need for the left analog stick to no longer be for "lead" passing but to dictate pass trajectory and ball placement. Each of the 8 directions on the left analog stick, should represent where the ball is attempting to be placed in relation the intended receiver or spot on the field for route based passing. I don't have a diagram but a description in relation to passing to a receiver running down the middle of the field would be, north=high pass, northeast=high pass over the right shoulder, east=chest level pass to the right, southeast=low and away pass to the right, south=low pass, untouched/centered=thrown at the numbers, etc.
All this together would allow Users to attempt whatever they want with any QB but the elite QB's would be differentiated due to their passing skill ratings and high AWR allowing them to quickly acquire passing targets as well as having accuracy ratings to better compensate for potential User error.
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