Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I am against randomness too; I am even more against randomness with madden because I believe it truly is random that things happen in game, or are predetermined on some algorithms that do not take into account player attributes.
If attributes mattered, and game results had a semblance of realism, I could accept penalties and a bad snap here and there..Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
Not arguing with you or anything, you're right that it's possible in the game, but I feel like what we got with the QB inaccuracy in M15 was not what was touted or shown. I feel like we wouldn't have to drop accuracy to 5 before seeing any semblance of realistic inaccuracy.
It might be in the game, technically, but it doesn't seem to be the improvement they touted for last years release,
In my humble opinion, of course.
I've seen alot of QB'S having very good completions against good teams / just like I have seen good QBs having bad games against bad teams (NFL )...
It's extremely difficult to quantify what a QB may or may not do on any given Sunday..
Now..and I've been on this site for a very long time, people can and will complain that the QB is to acurate or too inaccurate and ask for a patch for this which will please them and make others upset. It's hard to please the masses. So if I have to manually adjust my sliders for inaccurate passes I'm fine with that..Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
Another game issue I really hate, is the replay system...If a fumble occurs and you recover, and a review is triggered, you know the fumble will be overturned...
IMO, the review system should be taken out and time should be spent on game play fundamentals..Last edited by 4thQtrStre5S; 05-19-2015, 11:32 AM.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
RE: debate on randomness and making player attributes matter
I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.
What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
Here is another thing id love to see in the game, Real Defensive Disguise ,one that works. It was in madden 25 but it didnt work at all. You could call it pre snap on defense, and your defenders all stood in the same place, never moved an inch. Many guys know how to read a defense well. It would be nice if they would put in a real defensive disguise that actually works, where you could hit it before even your guys line up or after, and actually watch them line up to show something different than what your running. I used to just laugh , they claimed that was in madden 25, yet it never , ever worked.
Sure in Madden 15, they added actual set plays that were meant to do this, however there arent that many of them , and id like to be able to throw off my opponent at any time with any play call i choose. So i really hope they add it as a pre snap adjustment that actually works this time. Would make playing a human much more exciting , if your defenses could mask what they are really going to do pre snap.
The preplay on field adjustments negate or at least diminish the need for careful playcalling and game planning because gamers can just ad lib on gameday and that ain't football. Football is about preparation, execution and adjustments, not freestyling and ad libbing. Sure there have been exceptions on certain plays and even with certain players but as a rule ain't no team winning or even competing in a NFL game coming out playing sandlot, drawing up plays in the dirt on the fly.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I just don't see how these folks can state how emphatic they are at creating a better sim environment, then turn around and launch an initial marketing campaign based on the player taking even more control of the QB/WR/DB outcome and highlighting button-mashing features, for lack of a better term, as one of the new improvements to '16.I get it, from a marketing standpoint, but it's disingenious.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
RE: debate on randomness and making player attributes matter
I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.
What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.
Not trolling here, sincere question just to make sure I understand your point of view"Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I sorta agree with this but I disagree about the pre snap part because for me, preplay adjustments in Madden are out of control, offensive and defensive. I'd much rather see things like disguise coverage be a part of the playcall screen and/or team management game planning. I think when they first added it I was wondering why every play in the defensive playbook didn't just have a "disguise" option in the playcall screen, allowing the play to be called "normal" or "disguised", like they have for "flip".Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
RE: debate on randomness and making player attributes matter
I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.
What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.
Madden needs to have it's own unique option sets I guess but so be it, just have an option for real stats performance vs User control performance, like basketball games have for free throws, smh.
Also that line of thinking about adding tools to combat User control, is part of what got Madden into the unrealistic mess it's in now, imo. Instead of adding realistic User limitations, based on in-game player limitations, add more unrealistic User control to combat existing unrealistic User control. An eye for eye and the strategy in the game is blind to football fundamentals and instead of a football game we have 1v1 real time strat.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.
In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).
In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.
My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.
Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).
So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I am against randomness too; I am even more against randomness with madden because I believe it truly is random that things happen in game, or are predetermined on some algorithms that do not take into account player attributes.
If attributes mattered, and game results had a semblance of realism, I could accept penalties and a bad snap here and there..
Imo, the same thing applies to other random football events, if they added them with proper contextual animations, that trigger during applicable scenarios, then they would be accepted like tipped passes.Last edited by Big FN Deal; 05-19-2015, 12:40 PM.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I gotcha.
I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.
In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).
In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.
My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.
Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).
So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.
In madden if I'm playing as the Jags i should know/expect Bortles to have a couple bad throws. So I would tailor my game plan to that by maybe limiting his attempts or not throwing certain routes.
Like you said some qbs do things better than others but it's not reflected very well if at all in madden.Comment
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details
I gotcha.
I wouldn't say I think that they "should" necessarily as much as that's going to happen short of introducing a bunch of random, arbitrary variables that will only serve to frustrate/piss people off.
In real life most NFL starting QB's are relatively similar from a physical skills standpoint in terms of throwing the ball. Some have stronger arms, some are more accurate, etc but ultimately they all are super talented (or they wouldn't be in the NFL at all).
In real life what differentiates guys who are good and those who aren't are things like pocket presence, the ability to accurately diagnose pre snap and post snap information, having full command of your offense (through studying/film work), and knowing situational football.
My point is that all of those things are irrelevant once a user controls a player. If I don't understand anything about football I won't be good even if I get to have Andrew Luck. I'll still be late on throws, stare down receivers, and vacate the pocket too quickly.
Conversely, if I (myself) take someone like Johnny Manziel his real life deficiencies simply won't matter because I can control all of them. I'm real good at moving in the pocket, I can get to my 3rd or 4th read in a progression, and I don't drift and always set my feet (biggest real life cause of inaccuracy FWIW).
So my point is while I would like differentiation (mostly for RB's/WR's) I don't want the game to arbitrarily make me throw the ball 20 yards away from my intended target because I happen to be using Blake Bortles, because while he'll do that IRL it's because of the stuff mentioned above. When I do everything "right" so to speak I don't want the game to punish me anyway just because.
Based on that, if in Madden we have a User controlling Rodgers vs the same User controlling Manziel, in identical pass plays and coverage, yes reading the defense should be and is completely on the User, as well as where to attempt to place the pass and when to throw the pass. However where virtual Rodgers and Manzeil specific skill sets/ratings come into play (AWR/pass accuracy), is how well it's all executed/plays out. Think of it as the QBs are different firearms, you can aim dead center with anyone of them but each one inherently has varying realities with regard to hitting the target.Comment
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I havent played NBA 2K in a few years but I distinctly remember having an option to base shot accuracy on stick skills, real life percentages, or both. Why cant Madden do something like that with QB Accuracy? It would satisfy everyone.NFL- Green Bay Packers
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