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Madden NFL 16: More Hands-On Impressions

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Old 07-01-2015, 02:38 PM   #41
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Re: Madden NFL 16: More Hands-On Impressions

It's so funny that that's the case. I can almost 100% guarantee you guys that if we were to get the game tomorrow, you would still see CPU players running out of bounds when they could turn upfield, instead. Maybe not always, but you would definitely see it.

Will be interesting to keep an eye on for the game's release.
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Old 07-01-2015, 02:48 PM   #42
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Re: Madden NFL 16: More Hands-On Impressions

Quote:
Originally Posted by BenGerman
It's so funny that that's the case. I can almost 100% guarantee you guys that if we were to get the game tomorrow, you would still see CPU players running out of bounds when they could turn upfield, instead. Maybe not always, but you would definitely see it.

Will be interesting to keep an eye on for the game's release.
I'm not certain it's one way or the other, I think you're right we will probably still see it, just hopefully rarely.
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Old 07-01-2015, 02:52 PM   #43
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Re: Madden NFL 16: More Hands-On Impressions

Very well done and objective write up, Ben.

I have a question about the "edge" pressure. Did you notice the DEs actually collapsing the pocket or did you notice them simply beating the tackle and having a free rush to the QB? Big difference. Madden suffers from binary line play where the O lineman get beat and that's it. Then the DE just looks silly as he is sprinting unabated to the QB. I want to see the tackles getting pushed into the QB or getting beat with an outside edge rush and them struggling to hold or grab the DE. I didn't see any of that in the videos so I was hopeful that maybe it was something that would show up down the line.
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Old 07-01-2015, 03:17 PM   #44
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Re: Madden NFL 16: More Hands-On Impressions

Not good about CPU QB AI.

If incompletions only occur due to inaccuracy on extremely long passes, that means another year of default CPU QB completion percentages of 75% and up. Last year, 80% was an achievable number for even average QBs on a regular basis. Coupled with the sack issue, it QB AI killed the sense of realism and immersion.

Even if the sack issue is reduced such that one could user-play every game and come up with less than 75 sacks (I'd love to see bad teams struggle to get to 30 for the season!), super high completion percentages will significantly lessen the immersion factor.

This alone has me thinking I'll forego a day-one purchase to see just how fixable this issue is or is not with sliders.
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Old 07-01-2015, 03:20 PM   #45
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Re: Madden NFL 16: More Hands-On Impressions

Quote:
Originally Posted by GiantBlue76
Very well done and objective write up, Ben.

I have a question about the "edge" pressure. Did you notice the DEs actually collapsing the pocket or did you notice them simply beating the tackle and having a free rush to the QB? Big difference. Madden suffers from binary line play where the O lineman get beat and that's it. Then the DE just looks silly as he is sprinting unabated to the QB. I want to see the tackles getting pushed into the QB or getting beat with an outside edge rush and them struggling to hold or grab the DE. I didn't see any of that in the videos so I was hopeful that maybe it was something that would show up down the line.
Yep, that's a concern of mine as well.

So before I say anything, let me give the disclaimer that in ten or so games, I'm not sure I saw enough of the game to comment on this particular issue. I really don't want any thoughts I have to be reactionary - which is why I avoided really going into detail with this.

But, from what I could tell, DE's actually moved the line a bit without totally beating the tackles. This wasn't always the case, but the Bridgewater play I described above was definitely the CPU pressuring me with a collapsed pocket and forcing me outside. I went to my right, where the RT was holding up his end of the deal. The LE detached himself from the lineman and joined the pursuit.

Even when it happens, it isn't perfect. It seems like there were three real scenarios (DE slips past the line, DE pushes the line, DE gets blocked at the line). There needs to be like 50+ different scenarios, but it was an improvement. My first thought was whether or not - because of less pressure up the middle - we would be able to tune sliders in a way that the edge rush is amplified. To be fair, it was definitely noticeable that I had less time to throw the ball than in past years, especially on default.
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Old 07-01-2015, 03:22 PM   #46
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Re: Madden NFL 16: More Hands-On Impressions

Quote:
Originally Posted by Trojan Man
Not good about CPU QB AI.

If incompletions only occur due to inaccuracy on extremely long passes, that means another year of default CPU QB completion percentages of 75% and up. Last year, 80% was an achievable number for even average QBs on a regular basis. Coupled with the sack issue, it QB AI killed the sense of realism and immersion.

Even if the sack issue is reduced such that one could user-play every game and come up with less than 75 sacks (I'd love to see bad teams struggle to get to 30 for the season!), super high completion percentages will significantly lessen the immersion factor.

This alone has me thinking I'll forego a day-one purchase to see just how fixable this issue is or is not with sliders.
I think this is a good idea. Until I see some passes hit the ground without touching anything else, it's really hard to imagine the passing game being where it needs to be.
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Old 07-01-2015, 03:24 PM   #47
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Re: Madden NFL 16: More Hands-On Impressions

Quote:
Originally Posted by BenGerman
I think this is a good idea. Until I see some passes hit the ground without touching anything else, it's really hard to imagine the passing game where it needs to be.
Sliders can fix that though. I'm just hoping I dont have to go to extremes with the sliders to get that to happen this year.
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Old 07-01-2015, 03:32 PM   #48
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Re: Madden NFL 16: More Hands-On Impressions

Does anyone know if we will be able to import rosters from Madden 15 to Madden 16??

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