Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • 4thQtrStre5S
    MVP
    • Nov 2013
    • 3051

    #211
    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

    Originally posted by SyncereBlackout
    Assign coverages as in defense adjustments? IMO...There's not nearly enough time pre snap to do that. With the limited time we have the adjustment would have to be along the lines of "put my best man coverage CB on the slot" rather than the series of buttons needed to press only the slot WR and make it back to my player before the snap.
    I too have also had the issue of having not enough time pre-snap to make adjustments, and playing against the CPU this is very much an issue; even in watching the tournaments, I can see that user vs users generally allows for more time pre-snap for defenses to be adjusted, and thus EA/Tiburon could benefit its Sim players by not having the CPU controlled offense snapping the ball so fast, all the time.

    I could see streamlining the current pre-snap system, though I have no solid ideas at this moment, I know there has to be ways to make adjustments in a mass movement system, like being able to adjust all LB's at once, so once the LB group are selected, a simple analog movement such as left or right could change the LB's from an over look to an under look, etc.

    I would like the ability to set LB's, for example, closer or farther from the LOS, in anticipation of a run, or maybe a quick slant route.

    If I am playing under technique with my corners, I want to be able to tell my safeties to stay over top..Or if I want my corners to play inside coverage, I may want my safeties to cover outside in case the WR route goes outside and beats the corner, for example.

    Again, this involves either having more time pre-snap, or post snap adjustments, or both. Communication is much faster IRL, and MAdden needs to catch up, but still the question is how, and can it be implemented efficiently and effectively for the user.

    Comment

    • aholbert32
      (aka Alberto)
      • Jul 2002
      • 33106

      #212
      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

      Originally posted by Slim4824
      High and low bad snaps happen quite often in the nfl. It disrupts timing on plays and should be part of simulation mode.

      Sent from my SM-N920R7 using Tapatalk
      What is quite often? I'm talking about fumbled snaps.

      High and low snaps are already in the game.

      Again, I'm not saying it shouldnt be in the game. I'm saying that there are many other things that should come first and that the fact they arent in the game doesnt mean the game will never be "sim" simply because it isnt in the game.

      Comment

      • SageInfinite
        Stop The GOAT Talk
        • Jul 2002
        • 11896

        #213
        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

        Originally posted by roadman
        I have seen high snaps in my franchise mode throughout the season that disrupts the the timing of handoffs and pass plays. I've seen a low snap a time or too as well. Same thing happens with punters from time to time. I'm assuming from your statement you didn't play 17 or didn't get very far in franchise mode, perhaps?


        I could be wrong, but are the high and low snaps dynamic? From what I noticed they seem to only be tied to certain plays....
        http://twitter.com/sageinfinite

        SageInfinite Bandcamp
        https://sageinfinite.bandcamp.com/album/interminable
        https://soundcloud.com/sageinfinite
        Hidden Language Video Feat. Grandmilly
        https://www.youtube.com/watch?v=hf5nW4rGTFM

        #makethemaddenforumgreatagain

        Comment

        • SyncereBlackout
          Rookie
          • Aug 2014
          • 828

          #214
          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

          Originally posted by SageInfinite
          I could be wrong, but are the high and low snaps dynamic? From what I noticed they seem to only be tied to certain plays....


          I still have not seen one. Would be nice to see the frequency of them tied to an OL trait
          Grown Man League (GML) - Commish (PS4)

          NY Jets
          NY Yankees
          NY Rangers
          Florida Gators

          Comment

          • SageInfinite
            Stop The GOAT Talk
            • Jul 2002
            • 11896

            #215
            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

            Originally posted by SyncereBlackout
            I still have not seen one. Would be nice to see the frequency of them tied to an OL trait
            Run a draw play from the shotgun, or a playaction draw play from the shotgun. Almost guaranteed......
            http://twitter.com/sageinfinite

            SageInfinite Bandcamp
            https://sageinfinite.bandcamp.com/album/interminable
            https://soundcloud.com/sageinfinite
            Hidden Language Video Feat. Grandmilly
            https://www.youtube.com/watch?v=hf5nW4rGTFM

            #makethemaddenforumgreatagain

            Comment

            • LBzrule
              Hall Of Fame
              • Jul 2002
              • 13085

              #216
              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

              As someone who believes in Sim gameplay and who plays in an online CFM with other people, I do NOT want any more stuff that is outside of the user's control. Say what you will, but the game is already aggravating enough and then to have some more mess that has nothing to do with the user?

              You already have ratings that don't make sense like 91 pass block OL getting thrown to the floor in 2 seconds by an 86 finesse move 72 power move DE all freaking game. Now you want to throw in botched snaps. No thanks.

              Now, I will say this. If they add a snap rating and someone is moving a Tackle to Center for example, and that tackle has a terrible snap rating then ok. And if you cut your long snapper and the guy that you have taking his place has a poor snap rating then ok. But outside of that no thanks. This would be the only way I could accept it because then it's on the user and it makes sense within rating categories. But mere scripting bad snaps

              Comment

              • adembroski
                49ers
                • Jul 2002
                • 5829

                #217
                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                Originally posted by SolidSquid
                Is it the same for simmed games? Not super sim but the games on the schedule you can't play. What I mean is if I play on 6 minute quarters will the simmed stats for ALL other teams in the league reflect this or will they be simmed based on 15 minute quarters. The proble for me is I don't have time for 15 minute quarters but still want the stats in my cfm to be balanced.
                Supersim is the only sim engine. The old franchise sim (StatGen) engine was last used in Madden 12, it doesn't exist anymore. What you use when you simulate in-game is the exact same engine that simulates on the front end.

                The Supersim in franchise mode and in play now may be different as they pull from different tune files, but usually you just copy the XML from franchise mode over the play now version. If someone forgets to do this, they can be different, but in-game and front end within franchise should be identical.

                The way it uses playbook data can vary, I think. I'm not entirely sure, but I noticed discrepancies when I was tuning it between in-game and front end play calling.
                Last edited by adembroski; 05-28-2017, 01:16 PM.
                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

                • adembroski
                  49ers
                  • Jul 2002
                  • 5829

                  #218
                  Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                  Originally posted by SageInfinite
                  I could be wrong, but are the high and low snaps dynamic? From what I noticed they seem to only be tied to certain plays....
                  They just happen at random in shotgun formations. I can't say whether or not ratings play into it, I never asked. It's kinda like receivers slipping in rain, it just happens now and then.
                  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

                  • DeuceDouglas
                    Madden Dev Team
                    • Apr 2010
                    • 4297

                    #219
                    Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                    Originally posted by SageInfinite
                    I could be wrong, but are the high and low snaps dynamic? From what I noticed they seem to only be tied to certain plays....

                    I don't think they are. I think they were implemented as part of the handoff animations they redid because, like you mentioned, I want to say I've only seen them on inside draw plays and don't remember ever seeing one on a pass play but I could be wrong and just never noticed.

                    Comment

                    • adembroski
                      49ers
                      • Jul 2002
                      • 5829

                      #220
                      Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                      Originally posted by Americas Team
                      And to add to your list Qb's are WAY too accurate on deep passes, 99% of the time they are perfectly thrown, the receivers don't even have to adjust.
                      This is because accuracy is measured against a target on the field, not on launch point. If you think of a gunshot, the line drawn directly from the barrel into infinity, you might be off center by an inch at 20 yards but that inaccuracy is compounded the longer range you measure it at. Madden says, the throw is off by, whatever, 2.5 yards, and it'll be off by 2.5 yards no matter how far it's being thrown.

                      What the game should do is determine how accuracy the launch point is and calculate the landing point from there. Then passes will have natural and realistic inaccuracies based on their range.
                      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

                      • michapop9
                        Pro
                        • Feb 2008
                        • 773

                        #221
                        Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                        Originally posted by adembroski
                        This is because accuracy is measured against a target on the field, not on launch point. If you think of a gunshot, the line drawn directly from the barrel into infinity, you might be off center by an inch at 20 yards but that inaccuracy is compounded the longer range you measure it at. Madden says, the throw is off by, whatever, 2.5 yards, and it'll be off by 2.5 yards no matter how far it's being thrown.

                        What the game should do is determine how accuracy the launch point is and calculate the landing point from there. Then passes will have natural and realistic inaccuracies based on their range.

                        I know theyve said "misses arent fun". Adembroski do you see misses becoming more prevelant through the simulation mode that they are incorporating into madden 18? Personally im tired of taking brett hundley and moving the ball just as effectively as if it were Aaron Rodgers.

                        Comment

                        • Armor and Sword
                          The Lama
                          • Sep 2010
                          • 21798

                          #222
                          Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                          I truly hope on simulation they get kicking back to OTB Madden 17

                          It was great.

                          They ruined it for offline players patching it for online players.


                          Sent from my iPhone using Operation Sports
                          Now Playing on PS5:
                          CFB 26 Hurricanes/Fresno State Year 2
                          MLB The Show 25 - 2025 Yankees Year 1
                          MLB The Show 25 1985 Yankees Year 1
                          Oblivion Remaster



                          Follow me on Twitch
                          https://www.twitch.tv/armorandsword

                          Comment

                          • ggsimmonds
                            Hall Of Fame
                            • Jan 2009
                            • 11235

                            #223
                            Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                            Originally posted by SyncereBlackout
                            Out of curiosity.

                            In the scenario you suggested, would the animation cause the outside route be open? Would your press be less effective or completely ineffective (For hypothetical example, since you altered a 50/50 dice roll (basic press/ no press) with a 1/4 roll?*



                            *numbers are for illustrative purposes only.
                            The post you quoted was wrong in saying there is only a win/lose outcome. There is something of a neutral outcome, or it could be called a slight win for the defense because the WR is forced to alter their path, but they still get off the line pretty quickly.

                            The problem with outcomes is that win/lose animations are too frequent and too one sided. The normal DB win animation is the type of animation where a guy like Madden or Collinsworth in a broadcast would bring special attention to it and would comment "look how this DB is just manhandling the WR." On the flipside the WR win tends to make the DB look ridiculous. You watch it in game and you can almost hear Chris Berman yelling "whoomp!"

                            There needs to be many more press animations, and the majority of times it should only be modest outcomes.

                            By far the biggest flaw is poor AI. To put it bluntly the AI in Madden is inexcusable in 2017.
                            Story time on why I lost interest in last year's Madden quicker than I expected:
                            Spoiler


                            Ideally we would have adaptive AI to remedy this situation, but I think we are a long way off from Madden having that. At the very least they need to address defensive gameplans because aside from adding plays here and there, that entire feature hasn't been touched since it was introduced. There are basically only 3 gameplans in the game: Rex Ryan's man blitzes, Dick LeBeau's zone blitz scheme, and a cover 3 heavy generic scheme. Seriously guys, boot up Madden and scroll through the different teams. And the AI doesn't give a damn about personnel or who they are playing, if the gameplan says they call cover 1 press 20% of the time, that is what they are going to do, matchups be damned.

                            Something needs to be done.

                            Edit: Other factor in this problem relates to pockets and accuracy. In real life most QBs need a clean pocket to complete the deep ball, in Madden you are either a second away from getting sacked or have a clean pocket. So it is not so much that the passes are too accurate, but that the situation is unrealistically conductive for deep passes.

                            Edit2: Beginning of this play perfectly shows the gameplay issues with press: https://www.youtube.com/watch?v=9pkPZoNaDsk
                            Last edited by ggsimmonds; 05-28-2017, 04:29 PM.

                            Comment

                            • StefJoeHalt
                              MVP
                              • Feb 2014
                              • 1058

                              #224
                              Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                              Originally posted by ggsimmonds
                              The post you quoted was wrong in saying there is only a win/lose outcome. There is something of a neutral outcome, or it could be called a slight win for the defense because the WR is forced to alter their path, but they still get off the line pretty quickly.

                              The problem with outcomes is that win/lose animations are too frequent and too one sided. The normal DB win animation is the type of animation where a guy like Madden or Collinsworth in a broadcast would bring special attention to it and would comment "look how this DB is just manhandling the WR." On the flipside the WR win tends to make the DB look ridiculous. You watch it in game and you can almost hear Chris Berman yelling "whoomp!"

                              There needs to be many more press animations, and the majority of times it should only be modest outcomes.

                              By far the biggest flaw is poor AI. To put it bluntly the AI in Madden is inexcusable in 2017.
                              Story time on why I lost interest in last year's Madden quicker than I expected:
                              Spoiler


                              Ideally we would have adaptive AI to remedy this situation, but I think we are a long way off from Madden having that. At the very least they need to address defensive gameplans because aside from adding plays here and there, that entire feature hasn't been touched since it was introduced. There are basically only 3 gameplans in the game: Rex Ryan's man blitzes, Dick LeBeau's zone blitz scheme, and a cover 3 heavy generic scheme. Seriously guys, boot up Madden and scroll through the different teams. And the AI doesn't give a damn about personnel or who they are playing, if the gameplan says they call cover 1 press 20% of the time, that is what they are going to do, matchups be damned.

                              Something needs to be done.

                              Edit: Other factor in this problem relates to pockets and accuracy. In real life most QBs need a clean pocket to complete the deep ball, in Madden you are either a second away from getting sacked or have a clean pocket. So it is not so much that the passes are too accurate, but that the situation is unrealistically conductive for deep passes.

                              Edit2: Beginning of this play perfectly shows the gameplay issues with press: https://www.youtube.com/watch?v=9pkPZoNaDsk


                              Ok take this for what it is..based solely on what I was taught in D3 football at this position..not high level so not claiming to be anything more then that

                              The Corner jams on slot receiver allows free release to the inside..this is a no no on a high school level..the boundary is ur friend in this position..what I was always taught was jam to nearest boundary (if u lose give them the boundary) and take the inside leverage.

                              Now players make mistakes but this goes back to what others have said, this game needs more "animations" of losing, winning, or somewhere in between.

                              there also needs to be different types of jams as stated before, basics being: one handed jams/or jab to inside/outside, there is full jams used mostly in Cover 2, then press and bail made famous by Seattle in Cover 3..this can also be used when u have smaller faster corners on larger Receivers to disrupt short routes.

                              the other issue I have noticed is people/gamers except and the game depicts a "good jam" as the WR is just "stuck" at the LOS..when in reality (again what I was taught) is a good jam is disrupting the timing of the route without losing position

                              One last thing..there also needs to be more jams (which can cause a penalty) there is only one animation, the corner jams..and rides the receiver whiling holding the inside shoulder..the game needs more..in everyday "DB life" there is SO much holding and needs to be in the game


                              Sent from my iPhone using Operation Sports
                              Rule #1: Never leave a fellow Crasher behind. Crashers take care of their own.
                              Rule #2: Never use your real name.
                              Rule #15: Fight the urge to tell the truth.
                              Rule #30: Know the playbook so you can call an audible.
                              Twitter: @318TA621

                              Comment

                              • adembroski
                                49ers
                                • Jul 2002
                                • 5829

                                #225
                                Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

                                Originally posted by michapop9
                                I know theyve said "misses arent fun". Adembroski do you see misses becoming more prevelant through the simulation mode that they are incorporating into madden 18? Personally im tired of taking brett hundley and moving the ball just as effectively as if it were Aaron Rodgers.
                                I wish I knew. My guess is yes, they'll improve on this, but that's all it is; a guess.
                                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

                                Working...