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Madden NFL 11 Blog: Run Blocking Improvements

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Old 05-14-2010, 11:09 PM   #209
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Re: Madden NFL 11 Blog: Run Blocking Improvements

Quote:
Originally Posted by Tyrant8RDFL
Your right I'am in the minority I will not argue that, but you can not say that if they did it my way they would be bankrupt.

It has never been done, so to make that statement is foolish and ignorant. It is easy to say what is happening when it has taken place, but to see things in a creative way is something else, and only when it is a reality, and the results are in. Then you can say accurately what the outcome is.

The problem is you only speak of the obvious. You do not understand that by human nature if we are given something a certain way and have to adjust to it , that we will, and guess what that now becomes the norm.

What I describe above is vet very deep, and if I had the opportunity to sit with EA and consult them all the way with the A.I logic. TRUST ME that Madden would be the best football game EVER CREATED.

Till my idea becomes a reality, you and I will never know. Right now we just agree to disagree.

Also your comparison with swimming and football do not work.

Levels of play do not teach you the game of football. Tutorials teach you the game of football, so levels of play are not needed tutorials are.
You know that you and I are different on this too from last year.

I piddle around with sliders for a few months till I get it as close as NFL stats as possible. I do the same with baseball and basketball games.

If your idea would guarantee me stats in line with the NFL, I would take you up on your idea.

Otherwise, I feel we should allow people to tinker with the sliders to get the game they want.
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Old 05-15-2010, 12:55 AM   #210
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Re: Madden NFL 11 Blog: Run Blocking Improvements

Quote:
Originally Posted by Tyrant8RDFL
Your right I'am in the minority I will not argue that, but you can not say that if they did it my way they would be bankrupt.

It has never been done, so to make that statement is foolish and ignorant. It is easy to say what is happening when it has taken place, but to see things in a creative way is something else, and only when it is a reality, and the results are in. Then you can say accurately what the outcome is.

The problem is you only speak of the obvious. You do not understand that by human nature if we are given something a certain way and have to adjust to it , that we will, and guess what that now becomes the norm.

What I describe above is vet very deep, and if I had the opportunity to sit with EA and consult them all the way with the A.I logic. TRUST ME that Madden would be the best football game EVER CREATED.

Till my idea becomes a reality, you and I will never know. Right now we just agree to disagree.

Also your comparison with swimming and football do not work.

Levels of play do not teach you the game of football. Tutorials teach you the game of football, so levels of play are not needed tutorials are.
Nah bruh. Bankrupt.
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Old 05-15-2010, 02:21 AM   #211
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Re: Madden NFL 11 Blog: Run Blocking Improvements

Quote:
Originally Posted by roadman
You know that you and I are different on this too from last year.

I piddle around with sliders for a few months till I get it as close as NFL stats as possible. I do the same with baseball and basketball games.

If your idea would guarantee me stats in line with the NFL, I would take you up on your idea.

Otherwise, I feel we should allow people to tinker with the sliders to get the game they want.
The problem is how can I get it done? I can't I'm not a developer or in the position to consult EA when they are coding the A.I logic or creating the playbook, so obviously gamers have to tinker with sliders.

With the way EA implements the A.I logic sliders are needed. They way I would do it sliders would not be needed.

The reason why you need sliders now is because how the difficulty levels are done. They either really dumb the game down. Like in the video where they showcased the new blocking, or they really boost the players abilities. Players that suck will perform solid on ALL Madden level, and players that are solid would suck on rookie.

You now have to find that medium and tinker from there with the sliders to find what? To find players playing in a realistic manner cause your trying to get realistic stats.

That is not the way to go. 1 level "realistic" where the players play to their true abilities and ratings, and for those players that need help. Changing the speed of the game can aid them along with a tutorial.

This is why ratings mean nothing in the game. The A.I is done wrong.

Roadman Its more than just the A.I. It is how they implement new features. They seem to focus on making that feature shine with no counter to it. Football is a real deep sport, and they seem to not think as deep as they should.

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Originally Posted by s38s38s
Nah bruh. Bankrupt.
Bruh really??? wow you were better off saying nothing at all.
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Old 05-15-2010, 09:53 AM   #212
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Re: Madden NFL 11 Blog: Run Blocking Improvements

I am going to try and put this into easier terms of my opinion. There is a flaw in the system. You being able to set a slider for a QB's accuracy, is telling the game what the QB's accuracy will be, so it would not be reflected based off his overall. Instead of the QB being reflected off individual ratings, it is currently reflected off of uniform slider settings. For example, if you set QB's accuracy slider to 100, then all QB's will have 100 accuracy, no matter what their rating is. In my opinion, Peyton Manning should have the same accuracy no matter what difficulty you play on. Because at the end of the day, he is Peyton Manning, and should play like Manning. His physical attributes like Strength, Speed, Throwing Power, Throwing Accuracy should be the same across all difficulties. However, the mental attributes, like reading coverages and awareness is what you should be able to set a slider on.
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Old 05-15-2010, 01:19 PM   #213
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Good "Improvements", EXCEPT they are missing simple physics interaction between players. On the counter play, the pulling guard blocks the linebacker directly into another player, and nothing happened.
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Old 05-15-2010, 10:18 PM   #214
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Re: Madden NFL 11 Blog: Run Blocking Improvements

This doesn't really tell you anything, because the game was running on rookie. How will that blocking translate versus an All-Pro or All-Madden defense. Also, don't get too excited, they have had a blocking blog for every Madden. At least as long as they have been having online blogs. Blocking was suppose to be fixed in '08, then again in '09, then again in '10, and now in '11. I'll believe it when I see it.
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Old 05-17-2010, 09:41 AM   #215
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Re: Madden NFL 11 Blog: Run Blocking Improvements

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Originally Posted by adembroski
Online, you want more of a challenge, you play against a tougher opponent. If you're not as skilled at the game, you play users that aren't as skilled as well. Difficulty is a way to mirror those options if you're more of an offline/franchise type of player.

There is no single perfect difficulty setting because there's no single perfect Madden player. We all have different skill levels, yet we want a challenging but realistic game. I don't agree with how difficulty affects Rookie and All-Madden, personally. I don't like giving bonuses, but changing the frequency of AI updates is perfectly reasonable... it's like playing a user with faster or slower reflexes.

Like it or not, some things have to be made abstract in video games, because they cannot mirror real life. If you want a sim without a need for difficulty settings, play a text sim. Stick skills are meaningless.
Except for the fact that by virtue of having difficulty settings, it is impossible to have a sim at all (any?) levels, because the players will behave in unrealistic fashion on most (all?) of them. This should be obvious.
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Old 05-17-2010, 09:42 AM   #216
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Re: Madden NFL 11 Blog: Run Blocking Improvements

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Originally Posted by s38s38s
If developers and gaming companies thought like ^ they'd be bankrupt. People with your mind set are the minority. Difficulty levels are needed in all things in video games and life alike. If you can't swim you gonna go jump into nine feet because someone said if you wanna learn this is all we got? Hell no, you're gonna learn in the shallow end get your feet wet and progress. Same concept for video games you get used to the game on the lower levels, then as you learn you move up in difficulty to increase the challenge. It's a very simple concept that people ruin by OVER-THINKING.
Interesting theory, except for the fact that there are MANY games that have only one difficulty level.

Last edited by Only1LT; 05-17-2010 at 09:55 AM.
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