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The First Official Feature For Madden NFL 10!

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Old 02-25-2009, 04:28 PM   #345
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Re: The First Official Feature For Madden NFL 10!

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Originally Posted by DONF
Ian, I sure hope you guys take note of the above. Not trying to beat a dead horse or diss EA, but this is late technology. Game Play is key. Please improve.

RIGHT ON!!!!
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Old 02-25-2009, 04:33 PM   #346
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Re: The First Official Feature For Madden NFL 10!

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The QB should look to the sideline like this.
in the NFL???
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Old 02-26-2009, 04:46 AM   #347
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Re: The First Official Feature For Madden NFL 10!

Well, there is one out of a million things that yal will appear to fix. I do not know how many times my Madden buddy and I have went back to the replays of plays like the one you described and just shut the game off due to this problem. If I may, I would love to throw out a few more suggestions for the team to mull over this off-season. The past three Madden games have disappointed me to the extent to where I will actually have to DECIDE whether I should buy this years copy. The last time I spent my money well on a Madden game was 2004. Anyway, here is my list:

1. Controls
Ah! How I love taking a walk down memory lane, flipping on my old gamecube, and playing one of the old generation versions of Madden, such as, Madden 2004. The controls were so smooth! So crisp! When your player switched direction, it would slow him down. When you spun or jukes, it would actually fake out players from time to time.
All I have seen from X-Box 360's past couple versions are player that just switch direction so stiffly, and worse... It doesn't hamper their speed. Not to mention how the moment you change direction, everybody on the defense counters your move in simulaneous fashion. There is no, "Holy crap! He's running the other way now," reaction by defenders.
The buttons can be quite unnerving as well. Back on gamecube, I would press Y to intercept the ball and my player would make his animation at the same delay each and everytime. On 360, I go for a pick and sometimes the animation is instant and other times it takes a good second to process.
Finally, a skilled Madden player should not require the help of automatic jukes or jumps to help them out. One to many times my runningback has been forced to run AWAY from the whole because the game made me automatically juke. What the heck? If I want to juke, I'll press the juke button.

2. Finding a Happy Medium on Pass Rushing
In 2008, it was too Godly. In 2009, getting to the quarterback once is a huge accomplishment. I swear, every computer controlled quarterback I play looks like Tom Brady right now. They know exactly where to go with the ball the moment the ball is snapped without hesitation. The perfect read, EVERYTIME! It is beyond annoying to have to face Tom Brady each and every week. Sometimes, his name is Billy Volek or Tavaris Jackson, but I know the truth... They are ALL Tom Brady.

3. Ratings
I read one of your latest blogs about the ratings and it appears you are fixing everything I was intending to rant on. As long as you can guarantee me that there will be a noticable difference between Marion Barber and Shaun Alexander next year, I think I will be able to maintain my cool. Not only that, but I would also like to see substancial player progression based on performance in Franchise mode. It is just ridiculous how little players improve in 2009! When Adrian Peterson had his breakout year, you changed his rating from an 85 to a 95 from Madden 08 to Madden 09. I would like to see that kind of reward for a season like that by any of my players.

4. Training Drills
Half of the training drills are dull and exhausting. Yes, I understand you want to add a sense of realism to the game, but that is all cancelled out by the fact that bench press improves a kickers kicking power. Get back to basic training drills like the one you had in 2004. Those were fun! Ask any player... When they play Madden, do they really want a practice to feel like a practice? Of course not. Almost every player out there hates practice, but loves to play the game. Look at Favre. He's a perfect example.

5. Scouting Reports and Drafting
In 2004, a 4.32 40 time meant your player would have 97 speed. 35 bench reps meant your player would have about 95 strength. Why do I mention this? I have drafted one too many players in the later generation Madden with 4.32 40's and 35 reps that have generated stats that really do not match up to their scouting reports. I almost feel like I wasted a draft pick half the time!
In 2004, I found a 5th round draft projection at quarterback which I drafted do to his 4.32 40. Over the course of four seasons, I molded him into a 95 overall quarterback with 99 throwing power (started at 77) and 92 throwing accuracy (started at 72). This is what we call a "steal." I miss being able to pick out a guy with a 4.32 40 and that is all he had and then take the time to mold him into a decent if not great player based on how I used him. There are no more steals in Madden anymore. If you draft a 5th player now, you are going to get something far beyond to awful to even donate time into. Not only that, his scouting report probably will lie to you as well. He may have a 4.32 40 and then come out with 89 speed. Well... I guess I should have drafted the guy ahead of him because that guy was projected higher. Damn! Where would Romo be right now if he were given the rating Madden would give to an undrafted rookie free agent?

6. Receiving
Why is pass defense so extraordinary in Madden? Hmm... Hmm... Okay, now that you've had time to think about it, take a look at the replay of the interception you just threw in which your receiver was in FRONT of the defender. The defenders actually ATTACK the ball. The receiver just keeps running his route like the ball should magically fall in his hands. Either receivers need to have more of a defensive back mentality or defensive backs need to be more passive like the receivers. Either they both attack the ball or neither really attacks the ball and if it just happens to come there way, they'll try to hit it or catch it.
By improving the receivers' AI to where they will have a more aggressive mindset when the ball is in the air will do two things: 1. It will help give the offense a more realistic feel when the pressured quarterback tosses a prayer to his main receiver out of desperation and 2. Reduce the insane amount of interceptions that defensive backs get year in and year out. My friend had two cornerbacks on the same team with 15 interceptions a piece at the end of one franchise regular season. That means both defenders just broke the NFL single season record for interceptions by a single player. That is unrealistic and insane! PLEASE!!! Allow the receivers to fight for the ball!

In conclusion, if you can fix at least two of these things this year, I would be willing to buy Madden 10. This is just a small list that I have which contains many, many problems I had with Madden 2009. Anyway, best of luck and I really enjoy what I am hearing thus far.
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Old 02-26-2009, 08:47 AM   #348
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Re: The First Official Feature For Madden NFL 10!

Practice Squads - We need them! Allows your young player to retain their playbook knowledge. Which would be easier to add a player then signing a street free agent.
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During Time Outs - Have the QB stroll over to the sidelines to talk with the coach.
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When Starting QB is injured on the field and the training staff is attending to him. Show the back-up getting his helmet on and then getting loose on the sidelines

Seeing the Back-up warm up also when the starter has been pulled do to poor play or blow out situations.
Just have the change in depth chart or 2nd string mass sub activate this.
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At the start of the game. Show the Top players warming up before the game. Pop there season stats up while they are being shown and talked about.
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Moderate increases in the salary cap!
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Have players signing bonus accelerate on to the cap when they retire.
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More Draft presentation. The Real NFL teams watch the coverage from the War Room.
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During the Draft. When a team trades there pick and another team slides into that spot. DON'T restart the clock.
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From NFL Head Coach. More time to negotiate a contract. Sometimes we have to clear some cap space etc. etc.
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Agents! They need to be in the game.
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Scouting Staff! One -Player Personnel Guy. Then have 3-5 scouts! Each scout is different and has there own opinion on players.
The info gathered is different from other teams.
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I'll add more as I go..............

Still playing H.C. 09!
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Old 02-26-2009, 09:00 AM   #349
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Re: The First Official Feature For Madden NFL 10!

Why are people putting wishlist ideas in this thread?
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Old 02-26-2009, 04:41 PM   #350
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Re: The First Official Feature For Madden NFL 10!

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Why are people putting wishlist ideas in this thread?
I don't know, I was wondering the same thing. I guess they can't find it on the front page of the forum.
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Old 03-02-2009, 10:56 PM   #351
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Ok.... first and foremost, I AM A DIEHARD MADDEN FAN!!! I LOVE MADDEN.... WILL CAMP OUT FOR IT, BOUGHT THE 20TH ANNIVERSARY ADDITION (with a teenager's budget =]) and all! there have been many good additions to the game... and some not so good. I have compiled a list of many great ideas i have come across and think that the madden community as a whole would appreciate.
Madden Changes

New Ratings
- New Passing ratings
- More variety in players and ratings (30 - 40 being bad, 50-60 being ok, 70 - 80 being good, and 90+ being amazing)
- Have rating awareness (Catch awareness, field awareness, blocking awareness, passing awareness, etc.)
- Have ratings MEAN SOMETHING (actually feel and distinguish between ratings)
- Have new position-specific ratings for ALL players (have stiff-arm strength, have footwork, have QB elusiveness, etc.)
- Have size and weight affect ratings and physics of game (linemen should not be able to dive the same as db's or line backers, they should not be able to catch HB's and WR's from behind easily. Have leg size a component of run power, etc.)

- WEAPONS
- Have them reserved for the cream of the crop (quick receiver shouldn't be able to be covered that well except with a shutdown corner)
- Have actual roles (deep threat, scrambler/ 2nd chance creator, goalline back, power defensive lineman, etc.)
- Have tendencies for entire teams according to their playbook, weapons, personnel, coach, etc.
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Old 03-02-2009, 10:57 PM   #352
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FRANCHISE
- Bring back minicamp
- Bring back the ability to train for a specific attribute
- Be able to train entire team during the week.
- Change the way you train.... allow for an option for the drill you choose to up the player's ratings.
- Allow for minicamp for injured players
- Bring back in-franchise practice mode
- Forgo Head Coach, just incorporate it in franchise
- Have player progression be based on their performance during the season (eric weddle got pro-bowl... still an 82 average)
- DRAFT
- Make scouting reports mean something
- Allow a ton of information if you've scouted throughout the entire season
- Bring back the minicamp drills for the scouting prospects
- Have accurate information that reflects the players' ratings
- Even bring back the college game to test rookies
- Have potential mean something (a lot of potential means develops faster, etc.)
- Have a draft presentation
- Have a more diverse group of rookies with different ratings
-INCORPORATE SUPERSTAR IN FRANCHISE
- Superstar mode is useless anyway
- you can track and give specific attention to your superstar in your franchise
- you can control how he affects your team and your franchise
- if your superstar retires during the offseason, there can be a presentation of his HOF induction
- Salaray Cap increase
- Make trading more acceptable and realistic (Trade Tom Brady for Patrick Willis and Brady receives a B+ while Willis gets an A+? don't think so)
- Bring back (and actually implement) rival games, make them more crucial, have other teams in the league break away from the rest of the league
- OFFSEASON
- Have more variety of coaches
- Have them actually progress your team
- Give them ranges for ratings and make the best harder to acquire
- Yet have solid-mediocre coaches still make an impact on the team
- Give them ranges of different ratings (Throwing Power, Throwing Accuracy, Speed, Agility, Footwork, etc)
- Bring back Create- A - Stadium
- Allow to transfer your superstar into franchise (for a draft pick)
- Allow for changes to stadium prices
- Have upgrades.... and have those upgrades create a change in fan morale, support, and attendance
- Manage Team and Stadium
- Be able to change prices, create fan appreciation day, etc.
- There should be an acquisition appeal, if you bring in a known NFL superstar that is needed, it should affect fan attendance, and support
- Be able to track finances and have an in-depth look at how much your franchise is making
- Be able to negotiate salary with players and agents based on the league average and their importance to the team
- GAMEDAY (franchise-presentation)
- Bring back statistics and tendencies of upcoming opponent based on team weapons (see above for teams under WEAPONS)
- Make fans affect gameplay
- create a crowd system that affects player awareness, toughness, injury, effort, audibles, clutch, organization, etc.
- New PA attitudes system can show the current emotion and morale of players
- Have a halftime show relevant to location, and current sports events, and how the game has gone so far
- Have gametime decisions affect
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