For example, I may choose to set my Safeties to conservative so they dont get beat over the top, my CB's to neutral so they will not commit so many PIs or get burned deep to often, and set my LBs to aggressive so they will play underneath routes looking for INTs and attack the ball aggressively to make bigger hits and create more turnovers.
Madden NFL 18 Gameplay Changes - What Do You Want to See?
Collapse
Recommended Videos
Collapse
X
-
Actually, one more addition. I would love to see an aggressiveness slider added for CPU controlled players. Each player could be given a "play style" slider that will dictate how aggressively they play in 3 options; Aggressive, Neutral, and Conservative. A defensive player with his slider turned to Aggressive would play underneath routes more often, make higher on body hits(for knocking the ball out, which could draw more penalties) and be more susceptible to injuries based off his Aggressive play style. Alternatively, a Conservative WR would stick more inbetween zones, make more possession catches, and be less likely to commit an offensive penalty. Essentially the slider could boost certain attributes while having a negative effect on others.
For example, I may choose to set my Safeties to conservative so they dont get beat over the top, my CB's to neutral so they will not commit so many PIs or get burned deep to often, and set my LBs to aggressive so they will play underneath routes looking for INTs and attack the ball aggressively to make bigger hits and create more turnovers. -
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
Actually here is the last one from me
I would like to see an actual tangible effect of certain attributes on the field. For example, the lower a receiver's route running rating, the less crisp his cuts and less consistent his routes will be run. It seems that currently every receiver will make the cut at the same time, whereas a receiver with 70 route run should turn around on a curl route 9 yards out one time, then turn around 11 yards out a different time which would mess with the timing of the QB throwing to him if he is looking for the immediate catch on the turn. The same should take place for a corner route which would look more like a curve than a crisp cut if he has 70 route run rating.
A higher run block rating should not only improve the ability to hold the block, but also the footwork as well. A Lineman with an 89 run block rating would push his defender away from the hole where a 75 rating would just try to push his defender downfield(if he could hold him for that long)
The same would go for pass blocking. Tackles could push pass rushers backfield rather than just accepting the block. It would create an actual pocket and not just the common semi crescent-shaped pocket.
High press ratings on CBs should drive a WR further outside or inside which would alter their route more drastically.
I think lastly, a gameplay addition I'd like to see would be Offensive Line Assignments. It would be awesome if we were allowed to set offensive line assignments so in the case of a game vs a top level pass rusher, ex. J.J. Watt or Von Miller, we can set our Tackle AND Guard to double team that player. It shouldnt completely remove them from the game but it could at least slow them down most of the time, unless the offensive line truly is garbage. Obviously if a team would choose to do this, it would expose the opposite side of their offensive line as it would then be a 1on1 situation.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
OK I swear this is the last time

I would like to see fatigue actually matter. If a player is tired, winded, gassed, or fresh you should see dynamic changes to their physical play and to their abilities. A gassed WR should have SIGNIFICANTLY reduced speed, agility, acceleration, route running, catching, jumping, injury, penalty etc. A tired Lineman may only have SLIGHTLY reduced strength, pass & run block, penalty, etc. STAMINA SHOULDNT BE A RATING IF IT DOESNT ADVERSELY EFFECT THE PLAYER WHEN HE IS TIRED.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
They already have a Agg/Bal/Cons trait in the game.Green Bay PackersSeattle MarinersNew York Rangers
Syracuse Orange
If walls could talk to spill the lies, we'd see the world through devils eyes
-M. ShadowsComment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
First of all, this is my favorite Madden maybe ever. Can't stop playing. I usually switch to another sport game by now. It's April, and still going strong. Anyway...
PLAYER RATINGS mattered more than ever this year. Of course I played ootb, so I may be on a different page than most of you. It may be in the Trait options, but whatever, this year was a so much improved in that aspect. Player ratings mattered. PLEASE continue this. I'm sure this can easily be expanded and improved on. Take it up a notch. Players play to the skills that they do in real life. 90 rated Run stopper D-line men shut down the run. Yet Do not get to the QB hardly. Elite Pass rushing LB's have to be accounted for or your QB is getting crushed. But dont stop the run, as well as that seasoned run stopper. More Noticeble RB styles. CPU Star WR has to be double teamed. Or your getting torched. Of course for that to happen, CPU AI has to be improved. And CPU QB awareness! Took a step back this year. Let's get back on track with that. Unless it's the 67 rated 3rd stringer. He should look stupid back there.
TEAM STRATEGIES AND TENDENCIES. Teams play and call plays as they do IRL. This year it happened, Sort Of, just because of player ratings. But that's it. Maybe bring back the coordinators. If not, just please let the teams replicate what the real teams do on Sundays. And what they specialize at. If a team attacks deep thru the air successfully, do it in Madden. If they blitz SUCCESSFULLY IRL, do it at a high success rate in Madden. Not just just blitz, and we torch them.
The Whole QB ACCURACY issue. Please, for video game sim purposes, QBS with low accuracy...just miss a lot more than elite QBs. Over/ under / behind, whatever. Even if it's just off fingertips. I wouldnt mind if i go 35%. Go a stretch where I miss 7 staight passes with my low salary back up. Again, I feel this was definitely improved on. Keep it up. Can be even better. If I'm down to my 3rd string, I SHOULD STRUGGLE to get a first! We're not quite at that point.
Lastly, the line play. The way your stuck or your not stuck and beat the O'line men in a milla second needs to be improved on. It does seem, just strictly CPU play is improved on the line. Meaning when I'm on Offense, and watching the CPUD-Line vs my O-line play go at it. Or if I'm playing LB, my DL vs Cpu OL, play looks and plays adequate. Still needs work, but still is not awful. The major problem, is I play on the D-Line. which is what I've played for over 10 yrs on Madden.
Sent from my SM-G900V using TapatalkLast edited by cable guy; 04-11-2017, 10:12 AM.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
Just wanted to add, I seen a lot calls for improvement in man coverage. Playing ootb, man coverage was there. Trust me. My team played better in man. Because they were man cover corners. Also I HATED playing Josh Norman. He must have had 8 picks against me. (Sorry to bring up ootb on this thread.)
But I feel it had to be said, because guys, it was there. It changed. This leads to the separating issue of game play patches. They did not do us any favors. Please EA, one patch does not fit all
Sent from my SM-G900V using TapatalkComment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
I think this is very important to note folks, this is a tweet from yesterday from Rex:
Polls help us understand the priorities of the community. Individual tweets rarely generate this scale of data.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
Going back to the Sim v. Arcade or Sim v. Competitive settings, if that does end up happening which seems very likely at this point, I really want to see an entirely new set of sliders. If they try to build it on top of what is currently in place I just don't see it working. There needs to be a stark contrast between 0 and 100 along with FAR more tuning capabilities. Instead of just Pass Accuracy there should be Medium Accuracy and Deep Accuracy sliders. Instead of just pass coverage there should be Man Coverage and Zone Coverage sliders. Instead of just Pass Reaction Time there should be Pass and Run reaction time. In addition to Tackling there should be a "big hits" slider. I could go on and on. If you're going to go the route of completely separating the two sides, you absolutely have to give both sides the ability to tune the game in a way that greatly exceeds what is currently in place. You can't just throw a couple of new sliders on top of what is there and call it good.
Give people the opportunity to either fully embrace "madden ball" or completely eliminate it which is what I think I hope to see most from Madden 18. The further the game gets away from the "madden ball" gameplay seen during the Madden Challenge, the more enjoyable football experience Madden will become IMO.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
I think context is needed when discussing man coverage in Madden.Just wanted to add, I seen a lot calls for improvement in man coverage. Playing ootb, man coverage was there. Trust me. My team played better in man. Because they were man cover corners. Also I HATED playing Josh Norman. He must have had 8 picks against me. (Sorry to bring up ootb on this thread.)
But I feel it had to be said, because guys, it was there. It changed. This leads to the separating issue of game play patches. They did not do us any favors. Please EA, one patch does not fit all
Sent from my SM-G900V using Tapatalk
I cannot agree with you if it is H2H. If we are talking a user vs CPU then yes, it is there for the cpu. The cpu does all kinds of things and lines up in ways that the user can never get.
Now the one thing I'll still say when playing the CPU is that technique for the users CBs is just not there.
Back to H2H. I have the Bills in an online CFM and I have Gilmore at a 92 man and Darby at a 94. Then when their confidence kicks in Gilmore moved up to 94 man and Darby up to 97 and they just give up way too much to be rated that high man coverage. So I almost throw man coverage in the garbage. Anytime I run man regardless of whether it is a WR with 70 route running or one with 90, they always get roasted on the cut. Or they just give up the fly route to guys with mid 80's catch, CIT rating. The problems I see are 1) technique and 2) animation sets determining the outcome. The game pretty much says to me I don't care what those guys are rated. This animation is playing out so the WR is going to catch it.
These are two of the reasons why I would never rely on man coverage playing against another person. It is just that damn bad.Comment
-
They only have that trait for "play ball" not for overall play style. And additionally you cannot switch between traits you can only increase the trait throufh spending xp. I'm talking about an adjustable trait that governs more than just play ball, it effects the way a player reacts to everything on every down. Higher hits on body, aggressive bumping of receivers mid route, lurking underneath without using shading, going mostly for hit sticks rather than conservative tackles, etc. All under one adjustable slider.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
This is strictly vs CPU.I think context is needed when discussing man coverage in Madden.
I cannot agree with you if it is H2H. If we are talking a user vs CPU then yes, it is there for the cpu. The cpu does all kinds of things and lines up in ways that the user can never get.
Now the one thing I'll still say when playing the CPU is that technique for the users CBs is just not there.
Back to H2H. I have the Bills in an online CFM and I have Gilmore at a 92 man and Darby at a 94. Then when their confidence kicks in Gilmore moved up to 94 man and Darby up to 97 and they just give up way too much to be rated that high man coverage. So I almost throw man coverage in the garbage. Anytime I run man regardless of whether it is a WR with 70 route running or one with 90, they always get roasted on the cut. Or they just give up the fly route to guys with mid 80's catch, CIT rating. The problems I see are 1) technique and 2) animation sets determining the outcome. The game pretty much says to me I don't care what those guys are rated. This animation is playing out so the WR is going to catch it.
These are two of the reasons why I would never rely on man coverage playing against another person. It is just that damn bad.
Off-line CFM
My players played better in man coverage. CPU played better in man coverage.
Man coverage was better pre-patched all the way around.
Sent from my SM-G900V using TapatalkLast edited by cable guy; 04-11-2017, 08:29 PM.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
What he is saying is true of course, but the thing is, why don't they make their own polls and ask these questions. I would imagine that the number of responses would be increased exponentially if the questions were coming directly from the development team members.
Hopefully this does still come to fruition and doesn't get vetoed by someone in upper management for whatever reason, but if it does, one has to temper ones expectations of how much differentiation can be build out in one cycle, IMO. All the work necessary on the front end to add this functionality will definitely limit how much can be put in for M18.Going back to the Sim v. Arcade or Sim v. Competitive settings, if that does end up happening which seems very likely at this point, I really want to see an entirely new set of sliders. If they try to build it on top of what is currently in place I just don't see it working. There needs to be a stark contrast between 0 and 100 along with FAR more tuning capabilities. Instead of just Pass Accuracy there should be Medium Accuracy and Deep Accuracy sliders. Instead of just pass coverage there should be Man Coverage and Zone Coverage sliders. Instead of just Pass Reaction Time there should be Pass and Run reaction time. In addition to Tackling there should be a "big hits" slider. I could go on and on. If you're going to go the route of completely separating the two sides, you absolutely have to give both sides the ability to tune the game in a way that greatly exceeds what is currently in place. You can't just throw a couple of new sliders on top of what is there and call it good.
Give people the opportunity to either fully embrace "madden ball" or completely eliminate it which is what I think I hope to see most from Madden 18. The further the game gets away from the "madden ball" gameplay seen during the Madden Challenge, the more enjoyable football experience Madden will become IMO.Jordan Mychal Lemos
@crypticjordan
Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.
Do the same thing tomorrow. And the next. Now do it forever.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
I totally agree in the aspect EA should have a poll. Thing is they never did best of my knowledge. Doubt they will this year.What he is saying is true of course, but the thing is, why don't they make their own polls and ask these questions. I would imagine that the number of responses would be increased exponentially if the questions were coming directly from the development team members.
Hopefully this does still come to fruition and doesn't get vetoed by someone in upper management for whatever reason, but if it does, one has to temper ones expectations of how much differentiation can be build out in one cycle, IMO. All the work necessary on the front end to add this functionality will definitely limit how much can be put in for M18.
So I'm all for starting our own poll.
Sent from my SM-G900V using TapatalkComment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
I definitely agree, I just worry about it not getting the full treatment right away and ending up like many other additions or changes. I'm sure it largely has to do with the upstairs but one of my biggest frustrations with Madden, gameplay team included, is that things get added and then get kicked down the priority list and moved on from instead of built upon. For instance, what they did with penalties was a good start but it didn't get touched last year and that's something I don't want to see happen here, especially with something that could have such a monumentally positive impact on the game. So when I look at it, it's from the standpoint of what we see is what we're getting for the next several years and I just hope if it does get done, it's something that is very thorough and well thought out, especially with a player base seemingly split right down the middle on two nearly polar opposites of play-style.Hopefully this does still come to fruition and doesn't get vetoed by someone in upper management for whatever reason, but if it does, one has to temper ones expectations of how much differentiation can be build out in one cycle, IMO. All the work necessary on the front end to add this functionality will definitely limit how much can be put in for M18.Comment
-
Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?
This clip in a nutshell. In one play, you have Michael Bennett watch the RB catch the screen, so he turns towards him, but then goes towards the qb for an unknown reason. At 16 mark you see an illegal chop block where the players glitched into place to make it happen, and then the run finishes with lineman stopping and not blocking at the end of the play.
Can madden 18 just have real movement and reactions that mimic real football? That's all I want.
Sent from my iPhone using Operation SportsComment

Comment