Madden NFL 18 Gameplay Changes - What Do You Want to See?

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  • sebennayx
    Rookie
    • Apr 2010
    • 167

    #196
    Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

    Originally posted by Senator Palmer
    A comprehensive arsenal of defensive line stunts: E/T, T/E, T/T, Pirate, etc. Preferably I'd like to be able to call them apart from the coverage, but I'd settle for some sort of hot route system.

    I'd also like for ALL of the new coverages like Match and Mable to be available in the Wide-9 set.
    This, with realistic blocking and ol/dl interactions? I'd buy it twice...

    Comment

    • adembroski
      49ers
      • Jul 2002
      • 5829

      #197
      Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

      Originally posted by noplace
      I’d like to see a new ratings system in Madden by using a mix between combine stats and All Pro 2K’s system. Get rid of 1-99 ratings and replace them with 40 times, bench, verticals, broad jump, cone etc. Ratings really need to matter..
      That wouldn't make the ratings matter. The nature of code is what it is, and all that would do is look different. 40 time would still translate to some integer code can use to calculate speed.

      APF2k18 had the same ratings system as NFL2k5, they just covered it up with a much less dynamic binary trait system that made everyone but the licensed few identical.


      Sent from my SM-G930P using Operation Sports mobile app
      There are two types of people on OS: Those who disagree with me, and those who agree.

      The first kind is wrong. The second is superfluous.

      The only difference between reality and fiction is that fiction needs to be credible.
      -Mark Twain.

      Comment

      • whaley
        Rookie
        • Sep 2012
        • 42

        #198
        Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

        What would make more sense ratings wise is to take a page out of what NFL Head Coach had and give each player ranges for what their ratings should be. For instance, erratic players or players prone to loafing here and there would have bigger ranges, solid vets and high energy try-hards would have smaller ranges.

        How a person performs in the middle of the game, manifested in both their physical attributes and mental attributes, never stays constant and isn't necessarily tied to fatigue. It certainly doesn't correlate that strongly to NFL Combine style metrics.

        Comment

        • CT Pitbull
          MVP
          • Aug 2010
          • 1683

          #199
          Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

          Pass trajectory and QB throwing motions in Madden have been god awful since... forever. EA needs to take a peek at its old rival to try and match the animation quality of throwing a football as well as giving the ball a better sense of gravity.

          Maybe its just a camera issue in madden regarding how the ball is followed after being thrown. But the trajectory of passes just seem so flat and 2D. Maybe its just me idk.
          It's not the dog in the fight, it's the fight in the dog...
          XBL GT: Godz Hittman

          Comment

          • primo_80
            Rookie
            • Apr 2011
            • 29

            #200
            Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

            Originally posted by adembroski
            That wouldn't make the ratings matter. The nature of code is what it is, and all that would do is look different. 40 time would still translate to some integer code can use to calculate speed.

            APF2k18 had the same ratings system as NFL2k5, they just covered it up with a much less dynamic binary trait system that made everyone but the licensed few identical.


            Sent from my SM-G930P using Operation Sports mobile app
            I think he's implying Madden's rating don't matter enough, which I agree with. There are so many traits that could be added and tiers or layers on top of them. Like the route-running trait, for instance. What does that even mean? I'm pretty sure it controls the amount of separation WRs create relative to a defender. They added a release rating, which is a step in the right direction, but it all falls really short of representing a WR's skillset.

            I understand that everything making up the game is 1's and 0's, so any skill system will be numerical. Ratings like CIT and SPC have a place and generate some distinction between players. But this system does not lend itself to player tendencies, good or bad. Tangentially speaking, what Madden has never really attempted is to recreate undesirable player movements, interactions, or tendencies ("Crutches"). There are undesirable traits such as bad ways to hold the football, precariously switching the ball to the other hand, not keeping your head on a swivel, catching with the body (often chastised, but sometimes desirable), and looking away from ball before it is secured are examples. The only example I can think of where an undesirable animation plays out is when a player slips in rain or snow. I just wish they would have some Joe Schmoe also do motion capture to really set the higher-rated players apart.

            You see it all the time in men's league sports when a guy is unathletic. You see slow footwork or stiff hips, poor hand-eye coordination, bad running form. I think as much as traits need to be emphasized in Madden, weaknesses need to be included, too.

            Comment

            • Matthew25x
              Rookie
              • May 2010
              • 156

              #201
              Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

              I'd like to see the garbage AI removed that allows garbage teams to mount huge and unrealistic comebacks in the 4th quarter. Yeah it happens once in a while in real life, I get it, but it happens a little too often in Madden.

              Comment

              • Hova57
                MVP
                • Mar 2008
                • 3754

                #202
                Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

                I want to feel the depth of the field..I feel like players takes 10 steps and player covers like 25 yards

                Sent from my Pixel XL using Tapatalk

                Comment

                • adembroski
                  49ers
                  • Jul 2002
                  • 5829

                  #203
                  Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

                  Originally posted by primo_80
                  I think he's implying Madden's rating don't matter enough, which I agree with. There are so many traits that could be added and tiers or layers on top of them. Like the route-running trait, for instance. What does that even mean? I'm pretty sure it controls the amount of separation WRs create relative to a defender. They added a release rating, which is a step in the right direction, but it all falls really short of representing a WR's skillset.

                  I understand that everything making up the game is 1's and 0's, so any skill system will be numerical. Ratings like CIT and SPC have a place and generate some distinction between players. But this system does not lend itself to player tendencies, good or bad. Tangentially speaking, what Madden has never really attempted is to recreate undesirable player movements, interactions, or tendencies ("Crutches"). There are undesirable traits such as bad ways to hold the football, precariously switching the ball to the other hand, not keeping your head on a swivel, catching with the body (often chastised, but sometimes desirable), and looking away from ball before it is secured are examples. The only example I can think of where an undesirable animation plays out is when a player slips in rain or snow. I just wish they would have some Joe Schmoe also do motion capture to really set the higher-rated players apart.

                  You see it all the time in men's league sports when a guy is unathletic. You see slow footwork or stiff hips, poor hand-eye coordination, bad running form. I think as much as traits need to be emphasized in Madden, weaknesses need to be included, too.
                  I don't disagree. I've just been seeing this argument since 2k8 came out, like they'd discovered some magic elixer of player attributes. In truth, it was a very weak aspect of the game.

                  The ratings system isn't what makes attributes meaningless. You might remember a year when they massively over curved the ratings for NCAA, and they meant far too much. It's all in the math.

                  The idea of a dynamic behavioral traits system is a good idea on top of firm ratings for measurables, but it has to be more than a coat of paint on the same old ****, which is what 2k8 did.

                  Sent from my SM-G930P using Operation Sports mobile app
                  There are two types of people on OS: Those who disagree with me, and those who agree.

                  The first kind is wrong. The second is superfluous.

                  The only difference between reality and fiction is that fiction needs to be credible.
                  -Mark Twain.

                  Comment

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