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My Madden NFL 10 Game Experiences From Current Build

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Old 05-13-2009, 01:13 PM   #89
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Re: My Madden NFL 10 Game Experiences From Current Build

By going for two, he put himself down 6, instead of 7...scoring on that Smith reception allowed him to nail the Point After and seal the game, instead of having it go to overtime...smart play to play for the win, not OT.

And it's great to see Josh playing with the Panthers and making Seattle fans everywhere sick of Steve Smith again.
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Old 05-13-2009, 01:16 PM   #90
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Re: My Madden NFL 10 Game Experiences From Current Build

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Originally Posted by The Autumn Wind
Actually, you're off bro. Hasselbeck's career mark is 60.1%, and this is a guy who plays in a WCO and is accurate.

Brady, arguably the most accurate QB in the game, is at 63% for his career.

Manning is at 64.4%

Cutler is at 62% and Mcnabb at 58%.

And those are the elite quarterbacks. The rest of the bunch is in the mid 50% range.

Players do have games in the 70% and 80% ranges, but not many of them, and they're career-type days when they happen, not just another day at the office.

The Madden system as implemented last year is 10-15% inflated. Montana's 70% year was historic, in the best offense of the decade and with some of the best talent in history around him. Anything above 65% is a very, very good year, and above 60% is nothing to sneeze at. In last year's game, you could put your punter at QB and easily meet these benchmarks.

Check profootballreference.com.

Anyway, that's just in the interest of accuracy. I did like some of the other stuff I heard, to reiterate the positives.
Yep. This, combined with the cpu NEVER passing long contributed to a very unsatisfying game last year--it was just too robotic and predictable. Who wants to play a cpu that plays a west coast version passing game every team and every game?

If fixed, this could be a "small" thing that goes a long way in making this a must-buy.
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Old 05-13-2009, 01:21 PM   #91
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Re: My Madden NFL 10 Game Experiences From Current Build

I think that a major reason why the CPU didn't attempt many long passes last year is because the logic wants them to make successful plays as often as possible...with curls and slants being so lethal last year (and downright uncoverable) the CPU could get first downs with these passes...couple that with the fact that there is no running game for the CPU last year so its a pass-happy offense, and you get huge completion percentages...if a Post was a sure-thing play (super-DB prevented that for the most part) then there would have been more long passes from the CPU I hypothesize.

But I agree...and they have said that teams will play like their Sunday counterparts more than ever...so here's hoping.
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Old 05-13-2009, 01:26 PM   #92
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Re: My Madden NFL 10 Game Experiences From Current Build

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Originally Posted by Maelstrom-XIII
By going for two, he put himself down 6, instead of 7...scoring on that Smith reception allowed him to nail the Point After and seal the game, instead of having it go to overtime...smart play to play for the win, not OT.
That's not a smart play imo. I don't know a single NFL coach that would have gone for two at that point. Every single one of them would have kicked the XP and made it a 7 point game. After the second TD, some may have gone for two to avoid OT. But I really don't think any coach would have gone for two on the first TD.
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Old 05-13-2009, 01:28 PM   #93
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Re: My Madden NFL 10 Game Experiences From Current Build

I dunno...I mean, I see what you're saying...but if you go for one on that play...you're essentially saying "Let's go to overtime"...although if he missed the 2 pt conversion, we'd be second-guessing him...so i guess it's a calculated risk.

I probably would've gone for 2 though...down by that much with so little time left...

And plenty of NFL coaches will make calls like that...the aggressive coaches will, anyway...which isn't really something John Fox is...but....
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Old 05-13-2009, 01:40 PM   #94
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Re: My Madden NFL 10 Game Experiences From Current Build

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Originally Posted by The Autumn Wind
No doubt, that's why the initial post was about wanting more data. There's too much we don't know to make conclusions, but given that this is clearly an issue and that the numbers are so drastically inflated, I wonder about it.

The stats are just to provide context. I think many fans of the game and of real life football have an unrealistically high expectation of how many passes QBs should or actually do complete. 78% isn't a "good" game, it's an "incredible" game; 60% is a "good" game. I'm all for incredible games, and even lots of good ones. I just want a game that will also deliver a realistic proportion of average and below average ones such that QB's like Eli can have a 54% season like real life.

To me, it's like balls and strikes in The Show. I'm fine with the fact that strike percentages are inflated at default by a good 10% because there's a strike percentage slider that, when adjusted to 0, gives realistic strike ratios from 50% for marginal starters to low to mid 60% for good ones. If a similar option is in Madden, it's a win-win for everyone.

But I agree with the premise of your post, it's all wait and see for now .

Again, I really like the actual threat of injury, and the differences between starters and backups. That right there is huge. And I'm liking the ability of Pro Tak to help with line stuff too.
I am pickin up what your puttin down dude. The passing in Madden across the board is all to accurate. I think it derives from the inflated player ratings we get every year. When you have QBs rated in the 90s and there accuracy rated in the 90's you get a very unrealistic outcome in the land of video game.

Just as you were saying, a game where a QB throws over 60%, that is concidered a very good game, but in Madden we see our QBs throw 80-90 percent in a single game. There just needs to be some adjustment in the logic saying what a good QB should be throwing. This can be translated by having even your best QBs throwing balls that are not on the mark most of the time. Sure if Favre is sitting there throwing to a reciever in practice he will hit 80-90% of his throws, but in a game situation its not that easy. There are way too many variables that are created by things like the defense, weather, timing to the routes etc. and that hasn't been a big enough factor. The QBing in Madden IMO just needs to come down a bit.

I have no problem rating a QB like Hasselback rated whatever you want to rate him, but even the best QBs in the best systems are throwing 50-60% in a single game. We just arn't seeing that represetation yet, I stress yet, hopefully that will change.
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Old 05-13-2009, 01:42 PM   #95
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Re: My Madden NFL 10 Game Experiences From Current Build

Hopefully, with the revamped logic for pass accuracy (as depicted in the "Improvements to the QB Position" blog) there will be many more incompletions...especially for those with accuracy that is lacking....ie the Tarvaris Jacksons, Jamarcus Russells, etc.
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Old 05-13-2009, 01:43 PM   #96
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Re: My Madden NFL 10 Game Experiences From Current Build

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You gotta remember, though, that Hasselbeck was using the West Coast...short, high percentage throws...so I'm sure if you open up the passing game, his percentage would go down pretty drastically...or, at least I hope so.

Donny, very great to hear that the game is coming along together...it is a little bit frightening to hear that Josh is getting Franchise in its "final form" when we have heard next to nothing about it other than "it is enhanced"...any idea when we'll be hearing more from the franchise folks?

Again...thanks for sharing...it makes the wait even more unbearable.

I was a little concerned about reading this too... Since we know very little about franchise, and that means once we do get more info, any feedback we give will be too late to impliment.

However, from playing Head Coach I have a lot of faith in Josh and Donny (I hope all of the off season aspects of HC made it into franchise mode )
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