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Madden NFL 11: Ian Cummings Interview

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Old 08-19-2010, 12:36 PM   #25
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Re: Madden NFL 11: Ian Cummings Interview

Quote:
And I think what you see is if we boost the CPU time that they wait, that frustrates way more people. The majority of people don’t want to wait seven seconds and wait while the computer stands still. So that’s kind of a tough balance we have to figure out. We always talk about making a slider but that seems sort of like overkill [laughs].
Dewiel12,

Yeah, I'm not sure how they can ever make a sim if the game only caters to the "majority of people". Of course not everyone has the same concerns. But if you go arcade at every turn, what happens to the sim gamer? At what point do you alienate us?

And the computer doesn't have to "stand still". It can make adjustments, line calls, ect. It's called football.

But the bigger problem is always skipped over. Many of us wouldn't be as concerned with the CPU snap time if we could call the plays we want in the huddle. Tier the play calling!!!
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Old 08-19-2010, 12:39 PM   #26
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Great read. thanks for the info.
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Old 08-19-2010, 12:46 PM   #27
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Everytime this guy get asked a question he just offers sympathy and basically says also feels the same way, then doesn't give any concrete info on how/if they're going to fix it. The end result is a bunch of empty answers that don't really say anything.
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Old 08-19-2010, 12:48 PM   #28
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Re: Madden NFL 11: Ian Cummings Interview

OMG WOW... I can't believe this.

Quote:
OS: Yeah, I noticed in the open field that guys are breaking tackles and wide receivers are breaking tackles more often than not. And not only that, they are breaking them to the house after they wiggle free.

Ian: Yeah, a lot of that comes from the ratings differentiation that we have. We make our guys spread out a lot more so that defensive backs tackling ratings are pretty low. They are not good tacklers for the most part so you’ve got to kind of try and swarm around the ball. Again, that is something we are trying to tune and see if we can make it any better -- if it warrants it. We are just always listening to the community and the hot-button issues, and we go from there.
Steve you should've responded with

"Well even if the user swarms around the ball their is still no true gang tackling to ensure the ball carrier will be stopped."
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Old 08-19-2010, 12:48 PM   #29
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Re: Madden NFL 11: Ian Cummings Interview

i find it interesting that ian has all these great ideas, yet a lot of them dont make it into the game. whats holding them back? a lot of the stuff he talked about would be really good additions to madden
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Old 08-19-2010, 12:49 PM   #30
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After this interview, I am more than certain that Ian and crew have no intentions of making Madden mirror the game we watch on Saturday and Sundays. I have a personal solution though!

Shouts to OS for getting the interview!
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Old 08-19-2010, 01:03 PM   #31
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Does Ian not realize that the kick returning stats balance out because you either get stopped at the 15 or you break it to the house. You barely see much variety in kick return outcomes.
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Old 08-19-2010, 01:04 PM   #32
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Re: Madden NFL 11: Ian Cummings Interview

Many of the issues I posted about on the feedback site are touched on here, and even two I forgot to include which was CPU QB quick snaps(btw, I ONLY play with accel. clock OFF and that doesn't make a diff) and kick return blocking but I did mention blocking, overall, because as a point of reference, NCAA 11 is not AS bad since the blocking in that game feels much better than in Madden 11, overall. I've taken it to the house on kickoffs AND punts in NCAA 11. Not at all in Madden 11.

Ian - If you are reading, CPU QB quick snaps not only affects pre-snap adjustments but the realism the game. QBs IRL don't always quick snap. We just need varying snap times. Many times, teams are trying to milk the play clock before snapping, unless, of course, they are in hurry up O. It would be easier to accept that I couldn't complete my adjustments if I the CPU QB suddenly goes quick snap on a given play than if he were doing it all the time, which is the case in Madden 11, still. Remember how for Madden 09, u guys patched that?

As for kick return blocking, we just ask that our blockers do their job. I stated in my post on the feedback site that I believe that the locomotion is now affecting some things such as blocking with slow, over-animating turns by blockers and the coverage deally where guys are just standing and watching the plays unfold instead of just reacting, at times. Kick return blocking has always been an issue, though. We need that fixed, mayne


I do agree about the twisty-turny deally. I usually don't do it because the heat of the moment and if I do remember to twist, I usually do it the wrong way because of the "inverseness" of which way the players' back turns in relation to the right joystick motion. Doesn't seem intuitive to me...Actually, I don't think I've done it in Madden 11; only in NCAA 11. Eh.

PA DEFINITELY needs to be fixed. Feels like too many jail breaks going on there. Lol. I'll be lucky to hit my FB out in the flat many a time. Plus, I think Sanchize should be faster than many of these D-linemen who seem to be able to chase me down when I have to turbo-ize the situation. I play with auto-turbo but, of course, u have to use turbo to scramble past the LOS as the QB. Maybe that's making some weird difference but then again, in NCAA, my QB(s) outrun(s) the linemen.

Anyway, I'm getting used to Madden 11. Still frustrating aspects of the game that make me wanna throw ish but if things can be patched, I'll be more than happy.
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