05-12-2006, 06:52 PM | #351 |
College Prospect
Join Date: Dec 2003
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I'm very excited for this game, I have already pre-ordered and all that..
but I am very disappointed to see this baby in there - No editing of rosters. Not that I didn't expect it, EA does seem to have a general philosophical opposition to customization. |
05-12-2006, 06:57 PM | #352 |
College Prospect
Join Date: May 2004
Location: Nuremberg, Germany
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First of all, thanks EF27 for the infos. I can't access MN at all, I'll probably do it tomorrow morning when you guys are all asleep (well, most of you...).
Very good stuff, I think. I'm not too bothered by the lack of in-game saves (although I wonder why is it so damn difficult to add, given the fact that it's already in Madden since...forever) and I'm liking these interactions with assistants, players and owners. I really hope all this stuff works well, and you influence all these people (and your career, of course) with your decisions. I also hope they got the management part right, like if you put a player on IR you ACTUALLY gain a roster spot, not only his cap cost... I got a question then: is the mystery of the "40 draft classes scouted" been solved??? What does this mean? We have a big pool of draftee and they change name/position/height/weight every career you start? If someone has any clarification on this, please post it. Oh, and speaking of Maddennation (this is only for the 360 guys): have you seen the Madden videos Pastapadre has posted? They look very nice. |
05-12-2006, 07:42 PM | #353 |
Hall Of Famer
Join Date: Nov 2002
Location: New Jersey
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I've seen the Madden and NCAA 360 videos from Maddennation and OS. They do look VERY nice. I'm going to preorder NCAA soon.
My understanding of the 40 draft classes is that the 1st draft will always be Reggie Bush, Vince Young and company. Each subsequent year will be 1 of the 39 other classes that will appear in a random order. However, say you get class #25, that class will always have guys with the same name, position, height, weight, etc. I haven't seen it clarified anywhere if they will develop differently via an "x-factor" but several places have said they believe this is the case. |
05-12-2006, 10:31 PM | #354 | |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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Quote:
Since you didn't reply in the BBCF Forum -- MSU is going down!! |
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05-13-2006, 10:16 AM | #355 | |
World Champion Mis-speller
Join Date: Nov 2000
Location: Covington, Ga.
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I'm surprised. You've been able to edit and create players in Madden for years. Sucks you can't in this game. It won't stop me from buying it, though. |
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05-13-2006, 10:33 AM | #356 | |
Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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Quote:
obviously what this means is no "in-game" editing...you know that the database files will be hacked and modded (at least for accurate transfers) very quickly after release...by opening day for sure if not way before. just look at what the EA fans did with mlb 2005 to make it up-to-date |
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05-13-2006, 10:36 AM | #357 | |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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I REALLY like this idea. I hope the game does well, that should help them add more in depth things for the next version. |
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05-14-2006, 01:21 PM | #358 |
Hall Of Famer
Join Date: Nov 2002
Location: New Jersey
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Just a post from a guy on EAsport's board that I thought was interesting. He made a bad draft day trade if you go buy the NFL value chart. Hopefully, the AI won't accept that deal in reverse. The proficiency with plays as you practice them sounds interesting. Hopefully, there is some time limit to how long you can practice. Very small sample size, but the instructions and their actually being implemented in 3 sounds encouraging. I wish there was some form of team chemistry, but I'd rather their be no team chemistry than poorly implemented team chemistry in this version.
Anyway, here is his post: I went to E3 today for the first time...WOW! If you ever get a chance to go, do whatever you can get out here to L.A. I got about 30 minutes playing NFLHC with the EA Sports rep right next to me walking me through it. I gotta say, it lived up to my expectations. Here's a basic walkthrough of what I did: 1. Tried the draft. Played around a bit and traded my first overall pick for a mid 1st and 2nd rounder. I figured that it would be anti-climatic to just pick Reggie Bush. I liked having Mel Kiper in there, it provides a great atmosphere. The one thing that bothered me was that there wasn't a trade block for my pick. I had to shop each team individually to find a taker. All the while, the clock is ticking. 5 minutes goes by fast. 2. Tried a practice. Went through a number of drills and plays working different teams. You control both the defense and offense in each drill, so both sides of the ball improve each time you run a play. There is a little meter in the top right hand side of the screen that says "Money Play ##%" that goes up for the play each time you run it representing your team's proficiency at that play. Example: I ran a HB slam against a basic 4-3 cover 2. After the play, it read Money Play 20% HB Slam, Money Play 20% 4- 3 Cover 2. I ran the same offensive play against a nickel cover 2 and it said Money Play 40% HB Slam, 20% 4-3 Cover 2, 20% Nickel Cover 2. This looks like a serious investment in time if you want to work every play to perfection, but, from the other threads I've read, we're a pretty dedicated group and won't mind! 3. Played a game. Chewing out your players is a lot of fun and the strategies that you can give them while on the sidelines are deeper than I could've imagined. The players react to what you tell them and the results on the field are immediate. After getting sacked and going 3 and out, I told Roethlisberger to get rid of it faster and focus on shorter passes and...ouila...a quick out to the TE for 6 yards. 4. Asked some questions. a. You don't have to play an entire 30 year career to make it into the HOF. There is a continuously updating feature that shows how you stack up against the greats. b. You can't take your custom playbook on- line for head-to- head...stock plays only. c. There isn't a team chemistry rating or any other feature that will cause the big impending moves to happen automatically, i.e. TO leaving the Eagles, Culpepper out of Minnesota. The AI controls all the moves and those things may or may not happen. This also means that there are no scripted events...YEAH! I discussed the game with the guy for quite awhile, as there weren't a lot of folks in line to check it out. It was kind of hidden in Microsoft's enormous XBox display. It was not at the main EA booth (which, by the way, was un-friggin real!) or Sony's booth. I can't think off hand of what else we talked about, but if you think of something, go ahead and ask and I'll tell you if it rings a bell. I'm definitely going back next year! |
05-14-2006, 04:05 PM | #359 | |
H.S. Freshman Team
Join Date: Nov 2003
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Quote:
I'm hoping this part won't be too tedious. Going through practice twice a day got old super quickly in the superstar mode for last years Madden, and you were actually controlling the players then. I wonder how often you will have to practice- will it be twice a day for most days of the week or what? I also wonder if you will be able to sim it, and if so how the results would be compared to if you did it yourself. I am interested to see how they implement this- hopefully it is a little more fun then just Madden's practice mode but without controlling the players. I understand this game isn't about necessarily about action, but hopefully parts of it won't be tedious either. Last edited by jaygr : 05-14-2006 at 04:06 PM. |
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05-14-2006, 04:19 PM | #360 | |
Head Coach
Join Date: Oct 2000
Location: NYC
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I feel the same way, which is why I'll have to read a lot of reviews before I pick it up. When I played FOF, I was much more the GM than Head Coach. I would set lineups and had a basic idea of what type of offense/defense I wanted to run, and what players would be good for it, but I found the gameplanning and dealing with all the injuries to be too tedious. If I get this game, it would be for the (hopefully) unique, submersive draft interface, as well as the interaction between HC and front office/staff/players. The rest is just too much for what I'm looking for. |
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05-14-2006, 05:55 PM | #361 | |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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Ditto for me, although I wish the game had a "shop all teams" option. It's amazing that FPS had stuff like that years ago. |
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05-14-2006, 06:59 PM | #362 | |
Pro Rookie
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I wonder though, IRL, I don't think during the middle of the draft teams will offer a player or pick to all other teams. So in that regard, it may be a bit more realistic the way they are doing it here. In all likelihood, you probably would have one just or two teams as a target to trade with at that point. |
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05-14-2006, 07:21 PM | #363 | |
Coordinator
Join Date: Oct 2000
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Quote:
I was thinking the same thing. So long as you have some time predraft to trade, I think it's ultra realistic. You can't just announce on the draft floor "We are now accepting deals for the #12 pick, please give us a ring. You have two or three teams in mind and you call them and see if something pans out. Now pre draft? There should be a trade block. |
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05-14-2006, 07:58 PM | #364 |
Hall Of Famer
Join Date: Sep 2002
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After I made my post, I thought the same thing in retrospect ice. Although in RL, you could annouce to every team.. "We are entertaining offers for the #1 pick in the draft".
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05-15-2006, 07:02 AM | #365 | |
Roster Filler
Join Date: Jan 2002
Location: Cicero
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This could not be more wrong. "Potential" is a subjective evaluation of how good a player can become. When teams have a chance to see players more up close and work with them every day, that evaluation can of course change. When a team finds that they evaluated someone way above their actual future ability, and moves that estimate downwards, they have indeed lost potential.
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05-15-2006, 07:22 AM | #366 | |
Coordinator
Join Date: Oct 2000
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Quote:
Exactly. The more you see a player play (including practice and games), the more you realize what his potential really is. You can still make mistakes by not utilizing a player right or giving up on a young player to soon, but there are certain busts who are so bad their potential is nearly gone after a year. One of the things that bothers me from the post Eagles made was the "top 5 picks won't completely bust" They should bust once in awhile. Part of the NFL is Ryan Leaf, Tony Mandarich, Steve Emtman, Andre Wadsworth, Heath Schuler, and Bruce Pickens. I don't like the idea that a top five pick will never completely miss. |
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05-15-2006, 07:48 AM | #367 | |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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Quote:
Yep, after watching the videos, my concern would be there being too much tedium in the daily practices. It's a neat feature but to me has the feel of something that would get very boring quickly. Hopefully there's a way to sim the practices and still get the benefit. |
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05-15-2006, 08:21 AM | #368 | |
Roster Filler
Join Date: Jan 2002
Location: Cicero
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Quote:
Hey now, don't forget Aundray Bruce. I think 1 of 20 1.1 picks should even bust.
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05-15-2006, 09:33 AM | #369 | |
Coordinator
Join Date: Oct 2000
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I was trying to leave most of the Falcons busts out of it. I thought Pickens was enough mention of their failures. The '88 draft had another complete disaster too. Drafting toward the end of the first round, the Broncos selected Syracuse NT Ted Gregory. Gregory was traded to the Saints halfway through traning camp. He played for a year with the Saints before getting dumped from the league. He had one career sack. . . against the Broncos. Ugh. |
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05-15-2006, 10:13 AM | #370 | |
Pro Rookie
Join Date: Oct 2000
Location: Berkley, MI: The Hotbed of FOFC!
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Neither do I, but I wonder if the guy who wrote it meant 'top 5 prospects as rated per the game', not the literal first five picks. I could pick a guy at #3 who I think is going to be great, but in actuality, the game may have him ranked as the 15-20th best prospect, and could bust. |
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05-15-2006, 03:50 PM | #371 | |
Grizzled Veteran
Join Date: Oct 2000
Location: Seattle
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Quote:
In FOF terms, I see Emtman as a guy that lost his green and red bars after signficant injuries, not because multiple training camps revealed he was severely over-rated. |
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05-15-2006, 03:53 PM | #372 | |
College Prospect
Join Date: Dec 2003
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Quote:
I agree with this Leaf was a bust because he was a knucklehead, Madrich was a roid monster and Ware, etc were mostly simply overrated. Emtman is a bust because he didn't turn into a perennial all-pro the way top5 picks are suppose to, but not because of lack of work ethic - more thorough bad luck of injuries. |
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05-15-2006, 05:18 PM | #373 | |
Coordinator
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__________________
Underachievement The tallest blade of grass is the first to be cut by the lawnmower. Despair It's always darkest just before it goes pitch black. Demotivation Sometimes the best solution to morale problems is just to fire all of the unhappy people. http://www.despair.com/viewall.html |
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05-15-2006, 05:35 PM | #374 | |
Pro Starter
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Location: Kansas City, MO
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won't necessarily develop (good). That's satisfactory, although I wouldn't mind complete busts. What I fear this means is that a "bust" is a player who will eventually fully develop, just not immediately. That is, the 1st pick in the draft will eventually be a first pick player, it's just that some will be that player right out of the box and others might take 10 years to develop. In essense, there are no Ryan Leafs, just a bunch of Vinny Testaverdes. |
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05-15-2006, 05:37 PM | #375 | |
Coordinator
Join Date: Dec 2000
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Quote:
__________________
Underachievement The tallest blade of grass is the first to be cut by the lawnmower. Despair It's always darkest just before it goes pitch black. Demotivation Sometimes the best solution to morale problems is just to fire all of the unhappy people. http://www.despair.com/viewall.html |
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05-15-2006, 05:54 PM | #376 | |
Grizzled Veteran
Join Date: Oct 2000
Location: Seattle
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Quote:
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05-15-2006, 07:57 PM | #377 |
Hall Of Famer
Join Date: Nov 2002
Location: New Jersey
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Some new screenshots (mostly of the coach on the sideline, but a few of players):
http://news.teamxbox.com/xbox/10968/...h-Screenshots/ |
05-15-2006, 08:24 PM | #378 |
Coordinator
Join Date: Dec 2003
Location: Sydney, Australia
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First warning bell for me: Game is designed to produce realistic stats on 6 minute quarters.
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05-15-2006, 10:43 PM | #379 | |
College Prospect
Join Date: Dec 2003
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Quote:
damn them!!!! &*^&*^&(%^(&$$%$%$^$$^& what is so friggin hard about 15 minute quarters with accl clock that works correctly???????? |
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05-15-2006, 11:41 PM | #380 | |
Coordinator
Join Date: Oct 2000
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Quote:
First warning bell is that EA is making the game. But this does come in a close second. Do the realistic stats mean the correct amount of plays? Offensive and defensive stats, or only offensive? This is a major, major warning bell. |
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05-16-2006, 12:01 AM | #381 | |
Coordinator
Join Date: Dec 2003
Location: Sydney, Australia
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Quote:
Very true re: EA. I was wondering your second point as well. I mean, do they consider 107yds rushing by your running back an accurate statistic if he only does it on half the attempts? I just don't see how you can get a realistic amount of snaps in 6 min quarters.
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05-16-2006, 04:41 AM | #382 | |
High School Varsity
Join Date: Jul 2003
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Quote:
It's a no-win situation for ea really. Most (and i mean this by a MASSIVE majority - even including hardcore players like those on this site) players won't play a full 15 min quarter game most players will want their quarters to be around 6 mins (ish) - and that is why they balance it like this. |
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05-16-2006, 06:47 AM | #383 |
Pro Starter
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Location: Not Delaware - hurray!
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I see no problem with this, as long as the correct number of plays are run per game. That's why I personally play 8 min quarters in NCAA. If I played with 15 min quarters, I'd be running approximately double the typical amount of plays that a normal game would have.
Now...the question is - do 6 min quarters give you approx. 120 plays per game?
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05-16-2006, 07:10 AM | #384 | |
Coordinator
Join Date: Oct 2000
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Quote:
That's the key, but I'm not sure how that happens. You have a game where you have a chance to chew out players between timeouts. You can coach specific players to do certain things. Yet somehow time stops during all of this and you are able to have 120 plays? I hope I'm wrong, but that just doesn't sound good at all. |
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05-16-2006, 07:28 AM | #385 | |
Pro Starter
Join Date: Oct 2000
Location: Fairfax, VA
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I don't think time stops because I remember someone saying that if you don't call a play while doing sideline stuff then your assist. coach will take over play calling. I'm not sure how they handled it, but I really hope they have reasonable stats and # of plays per game. |
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05-16-2006, 08:00 AM | #386 | |
Coordinator
Join Date: Oct 2000
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Quote:
This also brings into question how the final 2 minutes of a game are handled. I guess I cant' say much until the game is released and maybe I'm being to pessimistic, but this is the type of thing I'm worried about. No in game saves so they make the quarters six minutes. EA better not screw this up. |
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05-16-2006, 08:37 AM | #387 | |
Wolverine Studios
Join Date: Oct 2003
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Quote:
This is what my concern about this is too - if the quarters are only 6 minutes and that gives you a realistic amount of total plays then you're obviously able to get in way more plays a minute than you normally should be able to which really is going to eliminate a 2 minute drill if you can call 5 minutes worth of plays in 2 minutes |
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05-16-2006, 08:55 AM | #388 | |
College Benchwarmer
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Location: Cinn City
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Wrong, actually. Ki-Jana Carter ripped his knee to shreds on his first carry of his first pre-season game. He did not play at all his first year. He did play a few seasons beyond that, but his knee was never the same. It's hard to tell if his career would have been a bust playing behind a terrible offensive line with little skill position help, but his "busting" can just as easily be attributed to injury as Emtman's. |
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05-16-2006, 09:06 AM | #389 | |
College Benchwarmer
Join Date: Jun 2005
Location: San Diego
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Quote:
Carter blew his knee out in the preseason of his rookie year and missed that entire first season. He came back and played 31 of 32 games after that, but as you said, he sucked. It's tough to say what he was really, probably a mix of both of the types of players we're talking about. EDIT: I should read and post faster... Last edited by MalcPow : 05-16-2006 at 09:07 AM. |
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05-16-2006, 11:54 AM | #390 |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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Maybe I won't get this game afterall. Sheesh... again FPS had accelerated clocks years ago and never had issues with the amount of plays in 15 min quarter games.
I know they have an accelerated clock in Madden, I just have no clue why they can't do something similar and get realistic stats with 15 min accelerated quarters? The text sim community always comes 2nd to joystick jockeys. |
05-16-2006, 12:47 PM | #391 | |
College Prospect
Join Date: Dec 2003
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Quote:
and THIS was supposed to be the one game that wasn't for joystick jockeys!!! 15 min accell clock, and not the one in Madden which is not realistic is what this game needs. This was done 10 friggin years ago in FBPro!!!! |
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05-16-2006, 01:16 PM | #392 |
Hall Of Famer
Join Date: Nov 2002
Location: New Jersey
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I'm still going to get this on release day, but I find the idea of 6 minute quarters giving balanced stats distressing. Hopefully, that was a misunderstanding and 15 minute quarters will really give balanced stats.
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05-16-2006, 01:23 PM | #393 |
Pro Rookie
Join Date: Jan 2002
Location: Macomb, MI
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In Madden accel clock still sucks because during the last two minutes of the first half and the game it goes back to normal, allowing way to many plays at the end of the game.
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05-16-2006, 03:14 PM | #394 | |
Grizzled Veteran
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05-16-2006, 03:46 PM | #395 | |
Grizzled Veteran
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I hate to break it to you, but the GM that picked Emtman looks back on that pick and says the same thing that the GM's say when they look back on Andrew Ware, Akili Smith, Tony Mandarich, etc: $%#$#^%$#$#%$#%#&&$&!!!!!!
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05-16-2006, 05:27 PM | #396 | |
Grizzled Veteran
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05-17-2006, 03:22 AM | #397 | |
Grizzled Veteran
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I see your position more clearly than I did before. Touche.
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05-17-2006, 11:25 AM | #398 |
Mascot
Join Date: Jul 2005
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Does anybody know if there are QB audibiles? For example, if I am the coach of the Colts and I tell Manning to run play X, is he able to read the defense and call an audible for play Y by himself? This would be a cool feature.
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05-17-2006, 11:50 AM | #399 | |
College Prospect
Join Date: Dec 2003
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Quote:
I agree that would be GREAT - especially if the better QB's called more and better audibles AND you could encourage or discourage your QB to call them via the "talk to" feature. Unfortunately I thought I read that it was more like Madden where the coach calls them which is not at all realistic. |
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05-17-2006, 12:16 PM | #400 | |
Mascot
Join Date: Jul 2005
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Quote:
I agree. Especially since Manning pretty much calls all his plays already. |
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