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Madden NFL 10 Blog: Player Momentum

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Old 03-16-2009, 08:28 PM   #81
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Re: Latest Madden NFL 10 blog: Player Momentum

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Originally Posted by LBzrule
Hey man, much thanks for showing how it will impact defense!!
That was actually just for you.

I was going to do ballcarrier only but I thought about your last few posts.
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Old 03-16-2009, 08:31 PM   #82
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Re: Latest Madden NFL 10 blog: Player Momentum

Another step in the right direction! Don't be afraid to look at more of the PS2 game for ideas, it did a lot of things very well

I know one of your goals is for people to stop comparing Madden to NFL2k, but it should also be to stop comparing Madden NG w/ the PS2 version...
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Old 03-16-2009, 08:32 PM   #83
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Re: Latest Madden NFL 10 blog: Player Momentum

Ian i have a quick Question will their be any crowd noise in the game. cause madden 09 crowd is dead. and i really hope u guy were able to fix that
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Old 03-16-2009, 08:34 PM   #84
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Re: Latest Madden NFL 10 blog: Player Momentum

Yeah, the robotic movement progression over the last 3 years is so evident in the vid. No more robots-this is football!!!!
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Old 03-16-2009, 08:37 PM   #85
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Re: Latest Madden NFL 10 blog: Player Momentum

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User and CPU share the same model.
Righteous, Baby. I'm good to go then...
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Old 03-16-2009, 08:37 PM   #86
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Re: Latest Madden NFL 10 blog: Player Momentum

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Originally Posted by ghostlight85
I watched the videos a few more times and I still am happy about the overall impact I think it will have on the game, but I also want to float an idea.

Top runners like LT and in the past guys like Barry Sanders don't run like that. They would if they were making turns to stay at top speed, but there should be some system where I can control them like the run in real life. They need to make sharp, change of direction cuts and this should be built into the foot plant thing. They do need to slow down to do this, and explode out of it. The problem is how to trigger the animation from a user end without just pressing a button. Juke moves are there, but I'm talking about just agility based cutting and acceleration based explosion out of the cut. This is where most runners pick up yards, not from a juke or a truck. I don't think with the current controls it is possible to effectively run like Barry Sanders, even when using a player with a comparable rating set to what he would have had.

The only thing I can think is to add some sort of trigger modifier to enable the foot planting to be more dominant in the running style. So with no trigger the player would run much like what you showed in the video. But with the trigger on, a cut would result in a foot plant and then release the trigger and run/sprint to explode out of it. Pressing the button shouldn't make an animation of a cut happen, just enable foot planting so that a sharper cut will be the result when i change directions with the left stick, rather than one of the rounded turns as in the video.

Just an idea.
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Originally Posted by adembroski
He's not making cuts in these videos. This is to illustrate you can't just instantly change directions while running full speed anymore.

I specifically asked on twitter, "Can I lay off the stick a bit to get my guy to plant and make a cut?", and he said yes, that's exactly how it works.
Quote:
Originally Posted by ghostlight85
If that's the case, and it works well, then I'm fine with that. The problem is that it's such a tricky feel to manually decelerate, cut and go without losing too much speed for it to be effective. It's hard to get just right, and I'm just worried that often even if you feel like you timed it right and everything it will still seem like you don't get that plant and go feel.
Yeah, I expected to see much more cutting & less turning. No way I want to be responsible for decelerating to see a cut animation. I'd prefer the deceleration be automatic when you attempt to change direction. This is not what I was hoping for.

So, for those who play Super Star mode and pick a WR, when they run their routes, they'll have to decelerate before breaks?

And ghostlight, I too want a modifier similar to FIFA or NBA 2K. Maybe when using it, a player could run more under control in preparation for cuts & such.
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Old 03-16-2009, 08:39 PM   #87
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Re: Latest Madden NFL 10 blog: Player Momentum

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Originally Posted by NYG34
Ian i have a quick Question will their be any crowd noise in the game. cause madden 09 crowd is dead. and i really hope u guy were able to fix that
What does this have to do with Player Momentum? You've asked this 3 times in this thread already.
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Old 03-16-2009, 08:39 PM   #88
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Re: Latest Madden NFL 10 blog: Player Momentum

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Originally Posted by Guillotine 1
First, I want to thank you for the well articulated response. You put thought into your comment, and I respect that.

Here's what my problem or delimma is...

If Ian implements turning (not cutting), and the runner does not have the correct foot sequenced during the turn animation... it looks unnatural, and unreal. I just want them to get the correct foot during the turns.

A man can't turn right and walk if his right foot is planted into the ground (watch the first ball carrier video, his very first right turn)....beyond that the news is awesome. My only other thing is can we please...please get a top speed sprinter run form. Again, head up, shoulders back, feet kicking out...full sprint.

I'm not trying to be a jerk bro...I'll give it a rest man...
I honestly felt the same way when I watched the video. Something seemed a little off. It looks miles better than 09, mind you, but it could still use some tuning. Still a good addition, I couldn't stand the quick twitch nonsense turns from the previous editions.

I'm looking forward to the blog on momentum used in collisions.
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