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Madden NFL Designers Podcast #2

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Old 11-19-2010, 10:06 PM   #25
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Originally Posted by ZoneKIller
Yes he would because in real life Vicks going to be either Franchise tagged or a 20 mill a year contract.In franchise Mode,he'd just settle for a 3 year 5 mill contract.
I think a better way to represent that would be to tie season performance to salary demands. Stats dont always represent skill. Lets hope they think of ways to do that without all players sky rocketing in the ratings category.
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Old 11-19-2010, 10:47 PM   #26
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Re: Madden NFL Designers Podcast #2

Hah I got a shout out, nice.
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Old 11-19-2010, 11:01 PM   #27
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Re: Madden NFL Designers Podcast #2

Quote:
Originally Posted by LiquorLogic
I did, and Ian asked Larry if "bowling pin tackles" were going to be addressed and he simply said yes. Ian than followed up with " We will make an attempt to fix that." They literally spent less than fifteen seconds addressing the question. Look at how much time they spent on answering the question regarding pass interference and the challenges associated with it.

I don't know about you, but I'm well beyond the " well, it's better than nothing" stage. It's time they addressed the problem fully; it's been a problem for years. It's as much, or more, of a problem as anything in Madden.
Would you rather them not address it?

I don't think you can equate time spent on a question vs how much time they will spend addressing the issue in the game. And I agree it's been much of issue or problem for years, but at least they didn't sweep it under the carpet and ignore the question, either, like they have been for years.
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Old 11-19-2010, 11:44 PM   #28
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Re: Madden NFL Designers Podcast #2

In response to Ian and Co. about the hot routes at the line of scrimmage and how it's not realistic, I think it's necesary in Madden because of the lack of playbook options on both sides of the ball.

Obviously in real life the QB is not just making up routes on the fly, but in the game, we may want to run a certain play that can't be found in the playbook. On defense, the plays are extremely generic, particularly DLine pass rush assignments (Every team in Madden and NCAA runs the same exact Cover 2 Line Stunt), so we have no choice but to make a bunch of hot routes just to make the play work the way we want.

To cut down on the hot routing, give us better playbook options:

--Create a play/playbook
--Custom Playbooks
--Real Life Hot Routes where one WR is designated to read the blitz
--Overhaul the defensive playbooks with more options and lets us choose from a variety of pre-snap looks
--And finally, on offense, let us call plays similarly to how it is done in real life. If I want to run a toss play, I shouldn't have to search all of the formations to find it. It should be available in every formation. Let us choose a particular play, then give us a list of all formations that it from which it CAN be run. This would add huge variety to the game.

Last edited by Palo20; 11-20-2010 at 12:10 AM.
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Old 11-20-2010, 12:01 AM   #29
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Re: Madden NFL Designers Podcast #2

Quote:
Originally Posted by roadman
Would you rather them not address it?

I don't think you can equate time spent on a question vs how much time they will spend addressing the issue in the game. And I agree it's been much of issue or problem for years, but at least they didn't sweep it under the carpet and ignore the question, either, like they have been for years.
To me, they really didn't address it. I understand that they don't want to give out too much info, but the purpose of these podcasts is to enlighten the community so to speak. "Yes, we will attempt to fix that" just isn't enough for me. It was like they didn't even want to talk about it. They answered the question in less than fifteen seconds and than moved right on to the next question. That doesn't sound to promising to me.
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Old 11-20-2010, 12:05 AM   #30
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Re: Madden NFL Designers Podcast #2

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Originally Posted by LiquorLogic
To me, they really didn't address it. I understand that they don't want to give out too much info, but the purpose of these podcasts is to enlighten the community so to speak. "Yes, we will attempt to fix that" just isn't enough for me. It was like they didn't even want to talk about it. They answered the question in less than fifteen seconds and than moved right on to the next question. That doesn't sound to promising to me.
Obviously they have to stay pretty generic in these podcasts. They don't release info about Madden 12 until the SuperBowl and the real info isn't released until March or April.

Saying "we're focusing on defense" is about what we should expect.
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Old 11-20-2010, 12:29 AM   #31
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Re: Madden NFL Designers Podcast #2

Quote:
Originally Posted by LiquorLogic
To me, they really didn't address it. I understand that they don't want to give out too much info, but the purpose of these podcasts is to enlighten the community so to speak. "Yes, we will attempt to fix that" just isn't enough for me. It was like they didn't even want to talk about it. They answered the question in less than fifteen seconds and than moved right on to the next question. That doesn't sound to promising to me.
I understand it wasn't enough for you, but as Palo above stated, they are just giving out nuggets of into on these podcast until the SB. Madden 11 is still in the sell mode from now until the Xmas holiday.

You can't take too much out of these early season podcast. It's way too early to feel one way or the other from these podcast in November.
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Old 11-20-2010, 02:42 AM   #32
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Man, you guys do this every year!!!

You complain about the past game, only to buy the next release, only to note your dislike again.

Would it be better if OS submitted a poll to Ian (Dev's) consisting of what the community would like to hear if these podcast are going to be done.

True they don't have to do this, but they are trying to market the game early with everything that is going on at EA.

It's all good, but I'll wait to see what you guys say about the final product.
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