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Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Old 05-19-2015, 04:30 PM   #481
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Currently in my second CPU v CPU est game...I have Eli Manning's pass accuracy, short, medium, deep, all at 63...I have Robert Griffin's at 62...

It is at the end of the 3rd quarter, All-Pro, default settings across the board and Eli Manning has a completion percent of 63.6%, and Griffin III has a completion percent of 60.0%...

Conclusion up to this point is still, attributes are wrong, and to rectify them, the attributes must merely be adjusted in accordance with real statistics...

As before, I have stated 40 times are generally correct; the issue is the 10 yard and 20 yard splits..Acceleration is off...If I remember correctly, NFL players reach top speed at about 20 yards, while Madden players seem to reach top speed around the 5 yard mark..

EDIT: Here is a link to Acceleration tests in Madden by DCEBB2001:

http://www.operationsports.com/forum...incorrect.html

Last edited by 4thQtrStre5S; 05-19-2015 at 04:39 PM.
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Old 05-19-2015, 04:38 PM   #482
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Trying to get link to work:

http://www.operationsports.com/forum...incorrect.html
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Old 05-19-2015, 04:55 PM   #483
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by kjcheezhead
I agree. I guess I quoted you more to show I was commenting on this train of thought vs agreeing or disagreeing with you.

I'd like to see qb play in madden something like pitching in the Show, where user control allows you to pick a corner of the strike zone, but ratings determine how well you hit your spot. Not necessarily remove user control, just put more using the qb and a lot less on usering the intended wrs.

Options are great but I'm not sure how that would work in this case. Going from tethered passing to route based passing would involve changing the wrs responsiveness, as well as the ball trajectories. Basically the entire passing game. It's really an either or to me and they've already said these new controls are just a layer on the existing system so I don't think it'll be the route based I'm hoping for but that's what I'd like to see.
Yeah man, it all comes back to there still seeming to be very little fundamental change, if any at all, to the way Madden plays. I still recall last gen/360/PS3 when "dev time" wasn't the main excuse/reason given, lack of RAM/power on those consoles was. A narrative was presented back then that once Madden transitioned to more powerful consoles the possibilities and potential for what would be done where virtually endless. Yet here we are, going into the third edition of Madden on those touted consoles, yet at its' core, as far as we know for certain right now today, Madden is still Madden.

For example, sure they added things like True Step, OL/DL logic, Run Free, Living Worlds and now touting WR/DB interaction this year but that's all seemingly be layered onto the same football flawed foundation from we don't know how far back. They tried to expand True Step to all 22 players which would have constituted a fundamental change, that was unsuccessful, they still haven't been able to untie the OL/DL, Living Worlds hasn't been able to fundamentally change the sidelines/crowds, commentary is still pretty much the same, signature run/passing styles still have trigger issues, player ratings still seem to lack any kind of animation tier depth and now we have to wonder if the ball has been untethered on passes.

If when we see Madden 16 player movement is drastically different then we've ever seen in Madden before, ie realistic, then that will be the first time in a decade I've seen anything fundamentally change, if not then all this stuff likely winds up being more of the same.
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Old 05-20-2015, 12:37 AM   #484
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by PSUEagle
RE: debate on randomness and making player attributes matter

I think we need to accept that when a user plays with a player they'll largely determine said player(s) effectiveness in game. Whether I play with Aaron Rodgers or Blake Bortles I'll still pass the ball well because I'm good at reading coverage quickly and knowing where to go with the ball against any look.

What's more important over the long run IMO is giving users more tools on defense. I'll never expect to stone someone who's good at the game. What I don't want is a game like we've had forever that forces you to bend over backwards to stop certain passing plays people figure out that abuse the AI consistently.
This sums up what Madden is and why it will never be a true simulation of the NFL. Stick Skills trumps everything.


Also from Big Fn Deals link posted about Madden 09 with Ian Cummings.
Q&A
>Has anything been done to basically rely on my stick skills rather than player ratings? (IanCummingsFriend)

>I would guess Madden always has been about 75%/25% stick skill vs. ratings. (Ian Cummings)

They need 2 sets of Tuner Sets.
1 set for tournament/head to head players and a 2nd set for true simulation players. This would give everyone what they want.

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Old 05-20-2015, 07:24 AM   #485
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"go for the highlight reel with the ‘aggressive’ catch or move the chains with the ‘possession catch’"

I don't really understand this, it sounds very gamey. I mean a reciever is just trying to catch the ball right? If its delivered on the mark he will catch it in stride, if its away from him he will have to catch it in an aggressive way. How would it work if you pressed agressive catch on a screen play?
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Old 05-20-2015, 09:01 AM   #486
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

I would really love to see these items from NHL 16 implemented into Madden 16:

Unrivaled Game Day Authenticity

NHL 16 brings the game to life with distinct arena atmospheres, the most realistic players yet, and a story-driven commentary package to pull you into the energy of the game like never before.

Distinct Team Arena Atmosphere

Best in class arena authenticity gets even better with the inclusion of authentic arena effects and props including team specific celebrations, mascots, chants, and even signature props like the Lighthouse at the Xcel Energy Center in Minnesota.

Story Driven Commentary

Doc Emrick, Eddie Olczyk, and Ray Ferraro are back and now call the game with even more emotion. Hear Doc’s voice rise and fall with the action on the ice and get analysis from Eddie & Ray on the peaks and valleys of a NHL season. An expanded NBC SPORTS broadcast package and new pre-game intros brings the drama to life in more ways than ever before.

Superstar Authenticity

Enhanced facial features and new equipment details synonymous with the league’s top players adds another layer of player authenticity. Use these new equipment elements to customize your own created character giving them a unique look, from custom stick tape, colored skate laces, tinted visors, and more.
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Old 05-20-2015, 11:38 AM   #487
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

And so....LET THE GAMES BEGIN!!!


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Old 05-20-2015, 12:09 PM   #488
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by SolidSquid
It's the catch 22 with not just madden but sports games in general. User Control vs Ratings. While I understand everything you said I don't agree with it. When I play nba2k I'm forced to tailor my game plan to the pieces I have on the court based on ratings. If I'm Clippers I'm pounding the ball inside and throwing lobs, looking for JJ to hit those 3s and using CP3 in the pick and roll. I shouldn't be able to shoot 3s all day with Griffin and Deandre bc I'm able to hit the perfect release. When I play the show I don't pinch hit for the pitcher and leave the batter in to pitch the next half inning, why? Bc even if I get a perfect release he's still gonna get torn up.

In madden if I'm playing as the Jags i should know/expect Bortles to have a couple bad throws. So I would tailor my game plan to that by maybe limiting his attempts or not throwing certain routes.

Like you said some qbs do things better than others but it's not reflected very well if at all in madden.
Madden and FIFA are the only sports games I've ever really played, and the latter was so brief I can't really give an educated opinion on it.

My point is relative only to playing QB. I think ratings and differentiation should play a much larger role everywhere else in the context of what you can and can't do on offense/defense. Like with your point about using the Clippers' bigs and trying to run a 4 out offense with Deandre in the corner: you're 100% right it shouldn't work (and from what you're telling me that game does a good job reflecting that, which is awesome).

In that same vein, I would argue that ratings, physical ability, and skills should determine what linemen and skill guys can and can't do in Madden. For instance, I shouldn't be able to line up a blocking TE like Brent Celek and have him beat a CB on a slant 100% of the time: he's not physically capable of doing it IRL, and it should be the same way in Madden. The inverse is true with a "TE" like Jimmy Graham: asking him to block a 7 Tech in the run game is suicide: the Saints almost always ran away from him or put him in a wing position when they ran the ball with him on the field. Right now WR's/TE's/RB's mostly play the same sans speed, and that really detracts from the overall experience.

Same thing applies to linemen: someone with a powerful bull rush like Suh should play differently and have different capabilities than a penetrator like Gerald McCoy.

I'm a Sim guy that wants the game to move further in that direction, but once again my only point is that QB play is an entirely different animal from everything else IMO. The real life reasons some guys suck are completely fixable in the context of a user controlling them, and short of turning the game into Head Coach 2016 and having the CPU throw the ball for you, that's ultimately going to determine whether you throw the ball well.
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