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Madden NFL 10 Blog: The Importance of an Early Community Day (New Screenshot Included

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Old 04-14-2009, 12:12 AM   #241
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Re: Madden NFL 10 Blog: The Importance of an Early Community Day (New Screenshot Incl

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snip
This.
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Old 04-14-2009, 12:14 AM   #242
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Re: Madden NFL 10 Blog: The Importance of an Early Community Day (New Screenshot Incl

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It's funny to see a 2k5/8 fan (Valdarez) arguing against Madden forgoing user control for "realism" considering the 2k series has far less user control. Compared to Madden you have NO control over your players in 2k games. The results may be more realistic play, but there's no way in hell you can argue you have more control of your players in 2k games. So it's funny you'd complain about this "sim" addition requiring QB drops..
No control in APF2K8? You must be kidding. What are you using to base your opinion from? My guess would be the automatic directional changes in Madden, which are unrealistic and sound like they have been addressed in Madden 10.

There's nothing wrong with a default drop, but it shouldn't be mandatory. I should be able to break out of it any time I desire. Right now, it sounds like this mandatory fix is a band aid for other issues in the game that allow the run and chuck to succeed.

If I read a blitz and hot route a receiver to the spot, and need to take a one step drop to hit them, but the play calls for a 5 step drop. Ian said that you can break in order to throw, but it won't be clean. Why should I be penalized when I read the blitz, made the hot route, and now just can't stop to throw properly because the game mechanics prohibit it?

What seems really confusing to me is that some times you can break out of it. Sometimes? In APF2K8 I always control my QB. Sometimes I pull back a little to the right, and sometimes to the left, depending on where the pressure is coming from on the line and where my HB / FB / TE are when they are blocking in the backfield. With an automatic drop back control, this will be confusing to me if sometimes I am controlling, and other times I am not. Just thinking about how that would work seems to be unnatural.
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Old 04-14-2009, 12:15 AM   #243
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Talking Re: Madden NFL 10 Blog: The Importance of an Early Community Day (New Screenshot Incl

Deejay has been calling for handtowels as long as I can remember. I know he must be excited to know they will be in the game this year.
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Old 04-14-2009, 12:16 AM   #244
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valdarez just like the guys who went to EA and played 2010 most madden guys dont know football 101 your wasting your time dawg
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Old 04-14-2009, 12:18 AM   #245
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Re: Madden NFL 10 Blog: The Importance of an Early Community Day (New Screenshot Incl

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Originally Posted by Valdarez
No control in APF2K8? You must be kidding. What are you using to base your opinion from? My guess would be the automatic directional changes in Madden, which are unrealistic and sound like they have been addressed in Madden 10.

There's nothing wrong with a default drop, but it shouldn't be mandatory. Right now, it sounds like this mandatory fix is a band aid for other issues in the game that allow the run and chuck to succeed.
I do hate the lack of control in APF2K8 sometimes. Especially on defense (particularly at LB and WR).

The drop shouldn't be mandatory, but there should be a HUGE penalty if you don't use it (ala the 2K series). I mean, this basic football. If the defense is touching you before you can get to your dropback, than 99% of the time it's a sack. That's really not a concern.....that's why there protection schemes tied to the dropback. The concern is forcing gamers to do something they dont want to.
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Old 04-14-2009, 12:20 AM   #246
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what play real football rocky. Or do you want people to keep running a million miles back and chucking the ball
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Old 04-14-2009, 12:22 AM   #247
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Re: Madden NFL 10 Blog: The Importance of an Early Community Day (New Screenshot Incl

That screen is outstanding! Even the strap holding the "fannypack" is nicely detailed!
Wow.......simply wow!
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Old 04-14-2009, 12:23 AM   #248
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Re: Madden NFL 10 Blog: The Importance of an Early Community Day (New Screenshot Incl

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Originally Posted by Rocky
Of course, you could turn this on and off if you desire. But it would serve as a good option for more inexperienced gamers who are tired of getting nano'd to high hell.
IMHO this is what the 'cone' should have been used for from the get go, as a training mechanism for inexperience gamers. Basically highlight a passing lane, via a cone (shaded path to the receiver) and the button to hit the receiver enlarged on the screen, with the lane fading in and out based on the openness of the receiver. This would help players who are learning the game for the very first time, and in practice mode could aid gamers who are trying to figure out how to beat a defense.
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