Thanks for bringing this up because it's relevant to the topic and its something I can really get behind!
Defensive catching: In 20+ years of Madden, I have seen exactly zero (0) combined sideline toe-tap catches and/or catches out of bounds by a defensive player. It's like defensive players have lose their ability to catch a ball near the sideline... Meanwhile, offensive players catch balls out of bounds all the time.
On the flip side, offensive players require a moment to secure a catch indicated by a reverse reticule that expands and disappears as they bring the ball in. If a defender swats or hits the receiver during this small window of time, the ball can be knocked out for an incomplete pass.
No such action occurs for defenders. By rule, it's not a catch until a player has clear control of the ball with two feet ("One Knee Equals Two Feet" is a great read by the way) down in the field of play. In Madden, interceptions are credited as soon as the ball touches a defenders hands (unless he's near the sidelines headed out of bounds). THIS MUST CHANGE!!!
Hopefully the screen will not rotate until defenders have completed the EXACT SAME PROCESS required of offensive players. This will give offensive players the same exact opportunity that defensive players have to knock a ball out before the "catch" is made according to NFL rules.
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Originally Posted by Big FN Deal |
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I actually read that entire "spoiler" and even though I think it seemed well thought out, it had very little to do with my post, imo.
EA giving gamers a general idea of how Madden mechanics work and leaving the rest on them, is like football only having coaches, coordinators, trainers and other support staff until reaching the pros. They are professionals after all, so they should know exactly what they are doing by then, right? Of course not and ditto for EA not offering support for how the football in Madden is designed to be played.
Wanting that has absolutely nothing to do with people being soft, whiners, bad Madden players or whatever because personally, I am neither and can win, have won, my fair share with the game as it is now. However, I don't enjoy winning, losing or even playing something that I feel doesn't present an enjoyable cohesive and in Madden's case, NFL "sim", challenge.
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Being soft is part of the overall problem that is impossible for EA to fix...
In real life there's training camp, a combine, and tryouts to weed out the weak, untalented, and the lazy so they never get the opportunity to play a single snap of NFL football. Think about it this way - of all the football fans and players in the world - very few know what the grass in an NFL stadium feels like because they haven't earned the right to touch their feet on the field.
As much as I wish EA also had the option to deny players the right to play, it makes better business sense to sell Madden to every lazy, untalented, weakling that wants to shell out $60. Of course, guys with toughness are welcome to buy Madden too for the same price.
Regarding players in the NFL being professionals - I hearken to the 5 words Vince Lombardi used to open training camp every season (and I quote):
"Gentlemen, this is a football."
Sounds silly, but Lombardi never assumed his players knew what a football was - so he started with the most basic part of the game and built from there. It didn't matter that he was telling this to players that had won the championship the year before - he never assumed anything. What made Lombardi a great coach was how he communicated what he expected to his team...
The first time they practiced the famed "Packer Sweep" he'd say that it would be the basis for their success. There was no compromise - the PACKER SWEEP was the basis for their offense and they spent countless hours practicing it. The team knew that that play MUST WORK and it was their job to MAKE IT WORK no matter what... The other team knew it was coming and no matter how well they were prepared to defend it, the Packers were going to run it anyway - over and over again.
There was no assumption, no secrets, no guesswork on the side of the players because great coaches never assume a player knows what to do - no matter how long they have been professionals.
Even today, Lombardi's lessons are still heeded by the great coaches... QB's don't open training camp running any schemes; they start by taking snaps and taking a basic pass drop. Something we all expect a professional to know how to do... But if you don't correct the little errors early, they compound into glaring errors during a game.
Whenever a coaching staff does assume their players know what to do and skip the most basic steps because they think their players are professionals - you see stupid errors in the secondary like when the Giants and Cowboys met up earlier this year. It was merciless. DB's walking around throwing their hands up play after play because no one thought to tell them:
"Gentlemen, this is a football."
Emphasis on mechanics is CRUCIAL TO SUCCESS. While it may not be as important in games against the CPU that mean nothing - games against humans expose poor mechanics and any weaknesses we have. Correcting the errors in our mechanics, beginning with the most simple seemingly insignificant no-brainer aspects of the game, is the only way to build the consistency most players complain doesn't exist or have importance in Madden.
I'm with you on some of this... Not so much on the rest.
First, NFL Fever sucked. It wasn't the worst football game I've ever played (that was Gameday 99) - but it was close. What you deem as "X for X" isn't a fault with the passing interface in Madden - it is the beauty.
When Madden launched on consoles with only 3 eligible players (because there weren't enough buttons for 5) there it was still never just a simple "X for X." Even then the game had a built in option to throw a bullet or a lob. Ever since, we've had more options added to give us more variety. Now we can lead passes with the stick high, low, left, and right of a receiver. We can throw balls away several ways too - either with the R3 or by purposely over/underthrowing a receiver in a variety of directions. To consider all the possibilities that have been added without changing the basic "X for X" interface is nothing short of mind boggling...
Regarding players running on and off the field when they are subbed - I'd LOVE THAT. Haven't seen it since Madden '92 (or was it 93?). IT needs to return in place of the cut scenes that usually play out while were in the playcall screen... Heck, I'd be cool if they ran the ACCELERATED CLOCK down while players trotted out at time lapsed speeds...
And real ball physics are LONG overdue... The ball physics on 12 are as good as they have ever been, but they still aren't quite right. They need to be drastically improved - but it's the first year it's been a focus so I'll cut the devs some slack. I expect the ball physics to be much better on Madden 13 and beyond.
Why improve or listen?
Either you're saying this in jest or you have had your eyes closed for a REALLY LONG TIME. Take if from someone with firsthand knowledge - Devs listen and improve. If they hadn't, Madden 12 wouldn't be any better than Madden '06 (which was borderline nauseating). Yet, it's not just better than '06 - it's better than '11.
That said, Madden 12 is nowhere near perfect. But 30 years from now, Madden 42 isn't going to be perfect either no matter how powerful the systems get. No matter what EA does well, something can always be done better. The question isn't whether the game improves - but whether we ENJOY how it improves.
Later