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Old 03-30-2009, 10:22 PM   #121
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Re: Madden NFL 10 Blog: Customization

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Originally Posted by xtremedunkz
yeah Ian does acc clock still work in the last two minutes? I hope it does as it will make actually using hurry up offense faster and make you use your timeouts and spiking the ball important.
That is a very good point I never thought of before and I think that there should be a modified accelerated clock in the final 2min. When teams huddle they do do it faster, but I agree that in the final 2 people should almost be "forced" into calling spike/no huddle becasue it is the fastest way to get the play off/clock stopped like real life. However you guys do need to speed up the "urgency" of the players to hury to the line.

For an extra sim feature maybe you could have the QB screw up the hurry up and not have a sence of urgency at times? I know in real life many times he annoucers say "why aren't they huring up?" and you will see the coach even trying to eg them on to hurry but all the players are in a sort of daze. It is very frustrating when you favorite team does this, but it happens. just ask the Eagles when they played against the Patriots in the superbowl.
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Old 03-30-2009, 10:23 PM   #122
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Re: Madden NFL 10 Blog: Customization

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Originally Posted by g2thecore
I agree. But I think it goes beyond just getting tired during a play. I think fatigue should also be tied to stamina for the length of the game. Some players can stay fresh a lot longer than others for the duration of the game.

I'm thinking something similar to what Fifa got right now. Players start the game out fresh, but as the game goes on they're "energy" bar depletes forcing you to make a change. I'm not asking them to implement the same system, but I think if your RB has carried the ball over 30 times, he should be pretty useless (or close to it depending on stamina) by the time the 4th quarter arrives. Just my opinion.

Exactly, FIFA does it very well. They also make where in Manager Mode, the players (depending on your Team Fitness Manager) recover some of the stamina lost in each game. Like if you lose half of your stamina, the next game (if your fitness manager sucks) your going to still have half of your stamina. Where if your fitness manager is good, then you regain your stamina.

So, fatigue needs to be factored during the play, after the play, for the whole game, and for each week. If it is, it would make franchise mode THAT much better.
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Old 03-30-2009, 10:26 PM   #123
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Re: Latest Madden NFL 10 blog: Customization

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Originally Posted by Ian_Cummings_EA
PS - Accelerated clock (as of right now) doesn't accelerate in the final 2 minutes of each half. I know this has been hotly debated, so if you guys want to bring back that thread again I'd be happy to discuss the decision.
While we're on the topic of customization, why isn't that just an option? You know there's very valid arguments both ways and I can't imagine that's hard to implement.
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Old 03-30-2009, 10:28 PM   #124
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Re: Madden NFL 10 Blog: Customization

Glad to read that I'm able to select the play clock at 25 seconds, at least I can make some presnap adjustments before the clock runs out me.

Ian, is there anyway to still play with 40 second play-clock?

Also, accelerated clock threshold is a number at which the play clock will run down to...you can toggle between 15, 20, and 25 seconds. Say you have it set to 15 seconds, then as long as the play clock is at 15 or above, then it will run down to 15. Same for 20 or 25.[/quote]
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Old 03-30-2009, 10:29 PM   #125
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Re: Madden NFL 10 Blog: Customization

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Originally Posted by IndyColts2
There needs to be more audibles. I should be able to audible to any play in the formation that I am currently in as well as have formation shifts. Not only that, there needs to be more hot routes that you are able to call. Although I want there to be more, you still shouldn't be able to call more than 2 or 3 audibles in the play, especially when the players are running to another formation. Illegal shifts should be called as a result of abusing the audibles and illegal formations (players not knowing what the play is anymore and lines up wrong).
+1. Also users who don't understand what illegal formations are won't know to call time out. I know in one of the two Broncos' SB victories [I think against the Packers] Shannon Sharpe noticed a reciver wasn't lined up right [or was it they only had 10 men?] anyway, he was not on the LOS and noticed this illegal formation and made a motion to Elway and a last second adjustment to line up right before the snap to avoid a penalty. I thikn the play resulted in a first down or TD [memory is faded over the years and not being a Broncos or Packers fan at all, just that it was S. Sharpe being a bad @$$ and being SUPER aware.]

I really miss these lack of penalties. These kinds of mental errors are what make the real life 49ers so bad, not poor tackling or inability to catch a pass like you see in 09. You can easily argue that 9 Penalties for 110yrds is what lost the Super Bowl for the Cards as much as the pick 6 and Holmes TD did.
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Old 03-30-2009, 10:31 PM   #126
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Re: Madden NFL 10 Blog: Customization

Woo me happy
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Old 03-30-2009, 10:33 PM   #127
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Re: Madden NFL 10 Blog: Customization

Oh ya! and Game speed Option! I always thought madden should be slower! and now it will be!
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Old 03-30-2009, 10:33 PM   #128
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Re: Madden NFL 10 Blog: Customization

Quote:
Originally Posted by IndyColts2
Exactly, FIFA does it very well. They also make where in Manager Mode, the players (depending on your Team Fitness Manager) recover some of the stamina lost in each game. Like if you lose half of your stamina, the next game (if your fitness manager sucks) your going to still have half of your stamina. Where if your fitness manager is good, then you regain your stamina.

So, fatigue needs to be factored during the play, after the play, for the whole game, and for each week. If it is, it would make franchise mode THAT much better.
Exactly! Something like that would be awesome to see in Madden.
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