Madden NFL 17 New Gameplanning Features

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • DaSmerg
    Rookie
    • Jul 2010
    • 155

    #16
    Re: EA Details New Gameplanning Features in Madden NFL 17

    In theory, sounds great.

    Implementation? I just don't see how this is going to work and based on the past, won't be pretty.

    Putting game planning into Franchise/CFM based on what happens in the sport the game is based on...awesome idea. The NFL has many teams successfully running week-to-week match up schemes. That would put a whole new layer of depth into franchise/CFM and it's something that lots of guys & gals have been begging EAS/Tib for years.

    This is an easy tie in, also ads more impact and yet another layer of depth if you pair it up with coaching. Your franchise/cfm choices could have real impact on your team and how you are able to utilize your talent. What plays are available to call. Maybe you have teacher coaches, better suited for younger teams. Maybe you have better utilization coaches, better suited for older or year-to-year free agent teams. Set up a Colts-Saints-Packers like system where your team is built to play with a lead. The net effect would be organic variation and really all fun stuff here.

    Sadly I just don't see how a 'booster' system can work for serious players. Franchise players don't need 'player perks', which historically in Madden means slightly raising the play of one player's team while lowering the play of the other.

    Maybe they've found a way around this cycle?

    "What I look forward to is continued immaturity followed by death"
    -Dave Barry

    Comment

    • 2_headedmonster
      MVP
      • Oct 2011
      • 2251

      #17
      Re: EA Details New Gameplanning Features in Madden NFL 17

      from what i've read, i dont like the execution. It doesn't seem like it gives enough useful information and it doesn't seem like its varied based upon coaching ability.

      Also, i can see a boost in Route Running, but Throwing Power and Catching?

      Comment

      • Trick13
        Pro
        • Oct 2012
        • 780

        #18
        Re: EA Details New Gameplanning Features in Madden NFL 17

        I don't necessarily hate the boosts idea, just really hate what I am seeing in terms of what boosts - would rather see only boosts for things like PRC, ZCV, AWR, RR, not physical things like CTH THP, and the boosts should be there if the opponent calls the play or concept you ran that drill to counter.

        IE - if in the game plan phase I see 4 verts, so I run COV 4 or whatever to "game plan" I should only get that boost if I call that play verses that concept...

        Comment

        • howboutdat
          MVP
          • Nov 2012
          • 1908

          #19
          Re: EA Details New Gameplanning Features in Madden NFL 17

          Originally posted by GoJags904

          Boost, IMO, should be in because IRL practicing certain plays does reward players when running said plays in-game. If overused though, game planning should update mid-game to suggest counters. Same thing with week to week. If users use the same plays then counters should be the practice for boosts to force users to mix it up. It rewards more xp for success so even younger players can gain experience even faster for in-game execution.


          Ok, but to me just because my team practiced some cover 2 this week, to me should not just automatically = attribute boosts any time i run it in a game. Because cover 2 shouldn't be extra effective against certain offensive plays. I wouldnt mind it , if it gave you a boost when its called against a play it should be stopping, like the screen pass.I just dont think it should have a higher success rate just for calling it alone.
          Yup, i said it !



          Twitter
          Twitch Channel
          MBC Twitch Channel

          Comment

          • The JareBear
            Be Good To One Another
            • Jul 2010
            • 11560

            #20
            Re: EA Details New Gameplanning Features in Madden NFL 17

            As others have said, this sounds great on paper, but like many additions I just have to hope the CPU AI takes full advantage as well


            Sent from my iPad using Tapatalk
            "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

            • GoJags904
              Pro
              • Aug 2014
              • 773

              #21
              Re: EA Details New Gameplanning Features in Madden NFL 17

              Originally posted by howboutdat
              Ok, but to me just because my team practiced some cover 2 this week, to me should not just automatically = attribute boosts any time i run it in a game. Because cover 2 shouldn't be extra effective against certain offensive plays. I wouldnt mind it , if it gave you a boost when its called against a play it should be stopping, like the screen pass.I just dont think it should have a higher success rate just for calling it alone.
              This is what I mean by tweaking it to fit accordingly. IF, and that's a big IF, they tune it like that to only boost against plays it should stop then it would be perfect. I can only hope the GCs, DEVs, etc, get this feedback to the top of their list.

              Sent from my LGMS428 using Tapatalk
              PSN: SELLURGAMEUSUCK

              NFL --- JAX JAGUARS (DUUUUVAAAL)
              MLB --- BOSTON RED SOX
              NBA --- LAKERS4LIFE
              NCAAF --- GATOR NATION (UF)
              NCAAB --- DUKE BLUE DEVILS
              MLS --- DC UNITED
              BARCLAYS PL --- CHELSEA


              MUSIC/ARTIST ALIAS --- SHIESTY SLIM
              "CRAY CRAY" available on ITUNES, GOOGLE PLAY, AMAZON

              Comment

              • howboutdat
                MVP
                • Nov 2012
                • 1908

                #22
                Re: EA Details New Gameplanning Features in Madden NFL 17

                Originally posted by GoJags904
                This is what I mean by tweaking it to fit accordingly. IF, and that's a big IF, they tune it like that to only boost against plays it should stop then it would be perfect. I can only hope the GCs, DEVs, etc, get this feedback to the top of their list.

                Sent from my LGMS428 using Tapatalk
                yeah thats a mountainous IF to say the least.One which i doubt is the case.But we can always it was well thought thru before adding it to the game. Although , i will say, if it doesnt work that way... the casuals will love it.
                Yup, i said it !



                Twitter
                Twitch Channel
                MBC Twitch Channel

                Comment

                • GoJags904
                  Pro
                  • Aug 2014
                  • 773

                  #23
                  Re: EA Details New Gameplanning Features in Madden NFL 17

                  Yeah they made it a thin line with adding boost but overall with all of the game play and commentary improvements I'm hopeful again for Madden. Plus, my favorite two additions, sim slow mode w commentary and offline XP sliders adds tons of life to my franchise you don't even kno'.

                  Oh yeah, and full player editing when I'm pissed with too many lopsided ratings in deep years so I'm good and chillin till 18 an frostbite.

                  Sent from my LGMS428 using Tapatalk
                  PSN: SELLURGAMEUSUCK

                  NFL --- JAX JAGUARS (DUUUUVAAAL)
                  MLB --- BOSTON RED SOX
                  NBA --- LAKERS4LIFE
                  NCAAF --- GATOR NATION (UF)
                  NCAAB --- DUKE BLUE DEVILS
                  MLS --- DC UNITED
                  BARCLAYS PL --- CHELSEA


                  MUSIC/ARTIST ALIAS --- SHIESTY SLIM
                  "CRAY CRAY" available on ITUNES, GOOGLE PLAY, AMAZON

                  Comment

                  • ggsimmonds
                    Hall Of Fame
                    • Jan 2009
                    • 11235

                    #24
                    Re: EA Details New Gameplanning Features in Madden NFL 17

                    I hate the boosts aspect of it and it worries for what we may expect from future titles that reintroduce coordinators.

                    The game should be designed so that the boosts happen naturally, but because it doesn't, that tells me Madden has a long way to go in replicating real football.

                    What I mean is that the game should provide you with your opponent's tendencies, the amount of information provided would in the future be determined by the skill of your coordinators. You then take that information and use it in devising your own gameplan to attack the weaknesses. In other words, put the onus on the user to gameplan instead of relying on arcadey powerups. If the user devises a good strategy, increased success will occur on its own.

                    And with regards to the screenshot several posts back about a team running a screen 6% of the time, there better be more to it than that, otherwise this feature is almost useless.

                    Comment

                    • howboutdat
                      MVP
                      • Nov 2012
                      • 1908

                      #25
                      Re: EA Details New Gameplanning Features in Madden NFL 17

                      Originally posted by ggsimmonds
                      I hate the boosts aspect of it and it worries for what we may expect from future titles that reintroduce coordinators.

                      The game should be designed so that the boosts happen naturally, but because it doesn't, that tells me Madden has a long way to go in replicating real football.

                      What I mean is that the game should provide you with your opponent's tendencies, the amount of information provided would in the future be determined by the skill of your coordinators. You then take that information and use it in devising your own gameplan to attack the weaknesses. In other words, put the onus on the user to gameplan instead of relying on arcadey powerups. If the user devises a good strategy, increased success will occur on its own.

                      And with regards to the screenshot several posts back about a team running a screen 6% of the time, there better be more to it than that, otherwise this feature is almost useless.
                      I agree with ya on the boosts.As for is there more to it than the 6% thing from other picture. There is , but it does not appear to be a whole lot .




                      Here you see a few break down numbers on their offense.I would assume you can see the same on defense too. Although id love to see it break down even more info, this is a start at least.

                      Then you have this one :



                      Showing dif plays you can practice and it tells what they are good used to counter a defensive play.
                      Yup, i said it !



                      Twitter
                      Twitch Channel
                      MBC Twitch Channel

                      Comment

                      • ggsimmonds
                        Hall Of Fame
                        • Jan 2009
                        • 11235

                        #26
                        Re: EA Details New Gameplanning Features in Madden NFL 17

                        Originally posted by howboutdat
                        I agree with ya on the boosts.As for is there more to it than the 6% thing from other picture. There is , but it does not appear to be a whole lot .




                        Here you see a few break down numbers on their offense.I would assume you can see the same on defense too. Although id love to see it break down even more info, this is a start at least.

                        Then you have this one :



                        Showing dif plays you can practice and it tells what they are good used to counter a defensive play.
                        There is not really anything in depth about it. So the Broncos are shown to run stick 18% of the time, but that is all that I see. No breakdown by down, distance, personnel grouping? Just a flat 18% of the time?

                        Yeah, pretty much useless. Should help more on defense though

                        Edit: Useless may be a bit too harsh. You can use the flat percentages to get an idea of the basic offense and what they are hoping to accomplish I suppose. Ironically enough it may be more help in online leagues that are a bit more, lets say lax when it comes to sim style gameplay where they don't mix up playcalls much. But in good sim leagues and offline franchise, I don't think it is going to make much of a difference.
                        Last edited by ggsimmonds; 06-16-2016, 06:18 PM.

                        Comment

                        • huskerfan4life
                          #1 conrhusker fan
                          • Jul 2007
                          • 926

                          #27
                          Re: EA Details New Gameplanning Features in Madden NFL 17

                          I really like this new addition and I really think that if we give them a couple of years to perfect it and I think it could be an awesome feature
                          Madden 18
                          Kansas City Chiefs
                          Yr 1 (0-0) Pre-Season (0-1)

                          Follow Me On Twitch
                          https://www.twitch.tv/bigbadjz

                          Comment

                          • SpyPirates
                            Rookie
                            • Dec 2014
                            • 296

                            #28
                            Re: EA Details New Gameplanning Features in Madden NFL 17

                            This definitely seems to be a better place to start than the current system. It looks like xp will go to a broader array of players (all players from two position groups on each side of the ball). Next up IMO is to take out xp-for-stats during gameplay, and adding a preseason training camp. The training camp could work somewhat similar to this system where you choose which position groups and a few players to focus on, run drills, and get xp based on your selected focus areas and drill performance.
                            Cow. Boys.

                            Comment

                            Working...