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Madden NFL 17 News Post


Check out the latest Madden NFL 17 blog covering updates within special teams, pass defense, catch outcomes, ball physics and much more. Read it and post your thoughts!

Quote:
First off, we received many complaints that all players were capable of making spectacular catches. We got it loud and clear that you were getting tired of seeing all the one-handers by a litany of different players with vastly different catching abilities. We now restrict those extremely athletic, high degree of difficulty catches to the more elite ball in air receivers only. OBJ, Julio, A.B., Hopkins and Dez are the type of players who will have the ability to do those spectacular catches consistently, while a Running Back or Slot receiver will trigger a catch that is more reflective of his catching ability.

The lack of control options on defense to effectively defend the aggressive catch became a major point of contention throughout the year. We spent a lot of time discussing this specific issue with the community and decided that the right way to attack the problem was not to nerf the aggressive catch, but rather build an effective counter mechanic on defense. Thus, the new SWAT mechanic was born for Madden NFL 17. Defenders now have 3 options when the ball is in the air. Play Ball, Play Receiver or Swat. If you are willing to give up the chance for an interception in order to stop the shot play, the swat mechanic is for you. It has been custom designed as the counter to the aggressive catch on defense.

A huge legacy flaw in the Madden catch system is once a player has ‘matched a catch’ the ball will stay in the receiver’s hands regardless. With ball physics, if a defender collides with the ball during the catch animation, the ball has a chance to be organically knocked out. This also applies to hands and limbs. If they get an arm between the ball and the receiver, the WR will no longer be able to pull the ball through the defender. This is quite a game changer for catches in traffic, and strategic use of the possession catch is critical.

Fumble recoveries in Madden have been one of the many long standing legacy issues that desperately needed attention. We knew by introducing ball physics and organic behaviors, we would need to completely revisit our loose ball and tip ball recovery logic. This includes a set of new animations for loose ball recoveries that cover both in air and on ground scenarios. Players are smarter, react to loose balls faster and have tons of new animations dedicated to loose ball recoveries.

Throw out of sack is how Madden has previously handled situations where a defender triggered a sack animation on a QB who already started his throwing motion. In these cases, the ball would often appear to simply fall out of his hand as the sack animation triggered. With ball physics, we now have organic outcomes in these situations. They can result in fumbles and strip sacks. If the QB’s arm is going forward when he is hit, you are also going to see that outcome play out organically. This all plays a big role in fumble vs. incomplete pass. It is now more important than ever to get the ball out quickly under pressure.

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 61 khaliib @ 05/27/16 11:29 PM
Quote:
Originally Posted by Gridiron
The ball physics on throws need improvement because the ball often flies out before the QB's arm even fully goes forward. Overall, the throwing is inconsistent. You have good animations where the QB is throwing with good fundamentals:



And then you have the QB's bending down and/or throwing wild:





Not acting like this is a big revelation, but on the real, it just seems like a lot of these things are like QA issues. I mean, how can you have one QB so fundamentally sound and the rest looking like a fool? Somebody has to notice that.

You can even find situations where the same QB throws with proper mechanics on one throw and then throws like he's never thrown a football before on the next throw.
Please not the YouTube laboratory stuff on OS.
You slow any game down in replay and you will see the same mishaps.
That's every game, especially sports games.

I do understand biomechanics and the focal perception of the eyes, and it's "impossible" for your eyes to pick that up with multiple objects moving during gameplay.

So what's the point?
We don't play the game at a "micro" frame by frame level, so why post this as though EA is the only developer that has these animation hiccups revealed during slow-mo replays.

This type of focus can cause you to miss the overall fun factor and strides the game has made.

I really believe Rex and Co will deliver a game with a bigger leap than before, but if a gamers efforts is directed at stuff like this, I believe they're going to really miss out.

Just a thought!!!
 
# 62 khaliib @ 05/28/16 11:33 AM
Quote:
Originally Posted by Gridiron
Yeah, well, here is the problem with that angle you're taking:

In reality, you can see these things happening in real-time without having to put them in slow motion which is what prompts people to go back and save them in the first place... because they noticed it happening in real-time. You may not notice it personally, but many people do, hence all of the videos out there.

After all, you're not going to take the time to save something you didn't notice, because, well, if you didn't notice it you wouldn't be going back and saving it, especially something so specific as many of these videos point to. Think about it.

Also, the approach you're supporting says the devs shouldn't care about basic football fundamentals like form and footwork in a PRO FOOTBALL SIMULATION game, which makes even less sense since a lack of these things would actually get you benched and cut in Pro Football because they will negatively impact your ability to perform at the level an NFL starter has to in order to keep his job.

So, sorry player, but that ain't hitt'in. We're either going to be sim or we're not, no half stepp'in.

When they say they want to be arcade, then videos like that won't matter anymore and I won't reference them. But as it stands, they say they want to be sim, so they should be held to that standard.
Looking at the historical context of your posts, I'll digress!!!
 


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