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Madden NFL 10 Q&A Blog with the Dev Team

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Old 09-02-2009, 03:19 PM   #97
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Re: Q&A blog with the dev team

Quote:
Originally Posted by backbreaker
Where is the game, that the community day guys got to play? From Community day on up til a little after E3, You would post videos and or make blogs about fixes and offer up your experimental antidotes and would even rebut videos and say hey we fix that. Also the Community Day guys bragged about you fixing things and uploading them into the game and those things worked.

With the aforementioned as my witness, where is that game?
Great question backbreaker, I think a lot of people would like to hear the answer to this question too.
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Old 09-02-2009, 03:20 PM   #98
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Re: Q&A blog with the dev team

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Originally Posted by Illustrator76
Below is a direct quote from Ian from the Madden Dev Blogs thread, here is the post in it's entirety, http://www.operationsports.com/forum...7-post134.html.

I have a question about the blogs pre release. I was wondering when my Jaws was going to drop seeing the differnce between Playoff games and regular season games? Last time I checked my jaw was still in the same place.
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Old 09-02-2009, 03:22 PM   #99
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Re: Q&A blog with the dev team

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Originally Posted by senfgastn
Nevermind, just facepalmed again.

Quote:
Originally Posted by senfgastn
ITT: People complain in the form of a question?

You mad?
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Old 09-02-2009, 03:23 PM   #100
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Re: Q&A blog with the dev team

Why is the Online Franchise in Beta? Doesn't Beta come BEFORE you release a product to the public?

Maybe if it was tested BEFORE being released there wouldn't be so many issues with it.
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Old 09-02-2009, 03:30 PM   #101
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Re: Q&A blog with the dev team

Okay...I've read through and I think all my gameplay/stat based concerns have been addressed (though I may think of more). My questions are will likely seem more trivial by comparison, but here goes...

1. I saw plenty on the rushing stats, but related to that is backup or secondary runners (in a split system) getting such a low YPC. I've simmed few a few seasons for testing and every time the secondary runner has a ridiculous YPC. Often times, they should have a seemingly inflated one due to a combo of less carries while breaking a few big gains.

2. Editing. I recall several claims of "it's your game", well it's not yet. Is it possible to unlock the appearance section for editing, both in franchise and front end? Also, unlocking attributes in franchise, contracts in the front end, etc would go a long way towards giving this game some extended value for some of us. Note that I'm only asking for things already in the game, but locked for users either by mode or in total. I'm not asking for deeper customization than is offered, as I assume it's not possible through a patch.

3. Rosters. Formation subs are wonky and don't always stick (I Pro, "Spot Toss" -I think- comes to mind for the Cowboys). If I set up to run a toss with a speedy runner like Felix Jones and end up with Marion Barber, I think the dilema is pretty clear.

4. This isn't related to a direct fix, but I'd like to echo the desire to hear your reasoning why so many of the previous blogs highlights seem to be either hampered or non-existent in the final release. I'm curious as to your views on just how off you think they were (if at all) and how you plan on addressing the issue, if at all.

As I said, I have many more pressing gameplay concerns (and agree that should be priority #1), but they seemed to have been covered. These are some of the details I think (with the disclaimer that I have no intimate knowledge of programming) should be able to be addressed to a degree.

I look forward to the blog, though I somewhat agree with a previous poster that it would be nice if you simply tried to answer these questions (many of which have been discussed ad nauseum already) up front, rather than in a formal "release." Anyway, your feedback is appreciated.
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Old 09-02-2009, 03:31 PM   #102
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Re: Q&A blog with the dev team

1.) Will you please do a blog all about how the game actually works? [ie. Sliders, ratings, etc.] Too many people, including myself, are tired of the lack of information in how our game actually works. What ratings are checked against other ratings? For example, what ratings are checked when a RB tries to truck a DT?

2.) Is there any chance we will see more real life NFL penalties and them enforced correctly? Namely, the computer QB loves to throw the ball right before or as he is getting hit, resulting in obvious intentional grounding and sometimes these passes hit the offensive linemen which is illegal touching of the forward pass. This is not a new problem to Madden. On legacy gen the computer would practically spike the ball to avoid the sack. I really never saw this logic in the 2k games by the computer QB and they took sacks. This would add to presentation too. In real life we see QBs try to do this and get flagged for it and then they get up and point to a possible receiver that they were "trying" to throw to and the refs shrug it off like "No BS, that was intentional grounding."

3.) What is the AI blocking logic? What does it look like? With run blocking cranked up to 100 you see less problems but they are still there. There should be a difference between blocking poorly and not blocking. In Madden for years we get "non-blocks" and M10 is no different. When engaged in a block the interactions area lot better, and I give you all the props in the world for that, but the logic behind who to block and how to block is still very poor.

4.) Why can't we choose game speed for unranked games online?

5.) Seriously, blocking. I'm not kidding. I can't even play this game without custom sliders cranking run blocking up to 100 because of how stupid your line is. Even at 100 you see stupid AI problems.
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Old 09-02-2009, 03:33 PM   #103
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Re: Q&A blog with the dev team

1) will bad pursuit angles be fixed? ive also noticed alot of times my MLB or OLB assigned in man cov on hb going to the flats will often times take a step or two inside instead of following the hb who takes off immediately to the flats (no PA fake handoff). by the time he meets up with the hb @ sidelines he's already too far behind and always results in big plays. is this being addressed?

2) Player signings - cpu signs guys for minimum amts. i have to sign em for 2yr $11m deals. why is this?

3) Player signings - why in the offseason FA, is that chart with the player's wants and needs in a team available to view, but not at any other time? regular season or preseason, you cant see this critical FA info to see if ur team stacks up and will mesh with the players wants and needs. this may help answer my question #2...

4) is contracts and trade logic and salary cap a "no can do" for m10? i hear absolutely no talk about it at all and seems as if u guys just blew smoke to soften the blow that Ofranchise is incomplete.

5) will bad zone coverage be fixed? meaning how they always drop back too deep in blue and yellow zones and leave everything underneath wide open every play

6) is blocking logic getting any tweaks? pulling G's miss all kinds of blocks and always get u dropped for neg yds. its so bad, some plays have to be unused cuz it always has the same blocking result and is impossible to run without getting hit at handoff.

7) will qb's not taking sacks and 95% forcing bad throws under pressure for lame ducks and into double and triple coverage be addressed? this leads to too many picks for the user and no sacks.

8) will auto replays frequency be fixed? x360 has one or two replays a game, and never after td's, EVER!

9) will auto replay glitch be fixed where the replay triggers, but instantly stops before it shows anything (no buttons being hit after the play)??

10) will franchise stats be fixed (high pass td's, low rush td's, ridiculously high tackle stats, no half tackles/sacks for user, double counting stats for challenged plays, etc)??

11) will there be a "SIM QTR LENGTH" option patched in to keep stats relative to how many minute qtrs the user is playing? this is one bad thing that causes alot of stats to be outta control and keeps the user infinitely lower in all categories, making it impossible for user to get players into pro-bowl

12) will man align be fixed? it doesnt work

13) will adaptive ai be fixed? it doesnt work as far as most of us can tell. a guy already ran nothing but flats passes all game and had over 400yds a game and cpu didnt adjust

14) will cpu blitzing percentage be fixed? as it is now, they blitz almost every play leaving them susceptible to quick passes by the user all game.

Last edited by o Mass Murda o; 09-02-2009 at 03:39 PM.
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Old 09-02-2009, 03:38 PM   #104
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Re: Q&A blog with the dev team

Quote:
Originally Posted by o Mass Murda o
1) will bad pursuit angles be fixed? ive also noticed alot of times my MLB or OLB assigned in man cov on hb going to the flats will often times take a step or two inside instead of following the hb who takes off immediately to the flats (no PA fake handoff). by the time he meets up with the hb @ sidelines he's already too far behind and always results in big plays. is this being addressed?

2) Player signings - cpu signs guys for minimum amts. i have to sign em for 2yr $11m deals. why is this?

3) Player signings - why in the offseason FA, is that chart with the player's wants and needs in a team available to view, but not at any other time? regular season or preseason, you cant see this critical FA info to see if ur team stacks up and will mesh with the players wants and needs. this may help answer my question #2...

4) is contracts and trade logic and salary cap a "no can do" for m10? i hear absolutely no talk about it at all and seems as if u guys just blew smoke to soften the blow that Ofranchise is incomplete.

5) will bad zone coverage be fixed? meaning how they always drop back too deep in blue and yellow zones and leave everything underneath wide open every play

6) is blocking logic getting any tweaks? pulling G's miss all kinds of blocks and always get u dropped for neg yds. its so bad, some plays have to be unused cuz it always has the same blocking result and is impossible to run without getting hit at handoff.

7) will qb's not taking sacks and 95% forcing bad throws under pressure for lame ducks and into double and triple coverage be addressed? this leads to too many picks for the user and no sacks.

8) will auto replays frequency be fixed? x360 has one or two replays a game, and never after td's, EVER!

9) will auto replay glitch be fixed where the replay triggers, but instantly stops before it shows anything (no buttons being hit after the play)??

10) will franchise stats be fixed (high pass td's, low rush td's, ridiculously high tackle stats, no half tackles/sacks for user, double counting stats for challenged plays, etc)??

11) will there be a "SIM QTR LENGTH" option patched in to keep stats relative to how many qtrs the user is playing? this is one bad thing that causes alot of stats to be outta control and keeps the user infinitely lower in all categories, making it impossible for user to get players into pro-bowl

12) will man align be fixed? it doesnt work

13) will adaptive ai be fixed? it doesnt work as far as most of us can tell. a guy already ran nothing but flats passes all game and had over 400yds a game and cpu didnt adjust

14) will cpu blitzing percentage be fixed? as it is now, they blitz almost every play leaving them susceptible to quick passes by the user all game.

Now now now, that is quite the lenghty list! I agree on all points.
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