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Why Line Play Will Never Be Realistic in Football Games

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Old 04-09-2011, 05:27 PM   #153
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Re: Why Line Play Will Never Be Realistic in Football Games

I just dont' see how hard it is to do good presentation. It's not a game engine, it's not anything that wasn't done on old gen. It's probably a cost-analysis thing. Maybe they don't feel the extra cost (staff, hardware, time etc.) is worth it because not enough people complain about it. I agree that the presentation could be WAY better and wouldn't be hard to do. I'd personally pay another $5 for a great pregame, halftime and post game show, more varied graphics pregame and postgame, special superbowl presentation etc.
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Old 04-09-2011, 06:04 PM   #154
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Re: Why Line Play Will Never Be Realistic in Football Games

Just to add my .02, I believe they designed the play clock like that on purpose in Madden 11.

In Madden 10 the runoff would leave you with about 10 seconds left in the play clock before you could make any checks. 25 seconds would come off the play clock itself with a base minimum of 14-15 seconds by the time you broke the huddle. Meaning, if you used a huge chunk of the play clock and didn't select your play until there were 18 seconds left, then 25 seconds wouldn't roll off. It would leave you with around 14-15 seconds.

I would take second to look at the field position, down, then find my formation, play, and package. That would leave me with around 30 seconds, 32 if I rushed. 25 seconds rolls off with the base being 15 ticking down to 14 by the time I broke the huddle, with another 3 seconds before my guys got to the line and got set, which meant to soonest I could look over the defense was around 11 in the play clock. That only left me with time for one move to audible, motion or change the protection. So, if I saw something and wanted to change a protection, then a route, it was pretty perilous.

In '11 the base will roll you down to about 18-19 seconds in the play clock while 25 ticks off the actual game clock. And I'd much rather have it that way. The extra 3 seconds I have at the line to look over the defense is gold.

And it's an added benefit that the actual time it takes to get through a game is steady, while being able to keep a patient approach to selecting my plays.
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Old 04-09-2011, 06:08 PM   #155
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Re: Why Line Play Will Never Be Realistic in Football Games

Quote:
Originally Posted by Senator Palmer
Just to add my .02, I believe they designed the play clock like that on purpose in Madden 11.

In Madden 10 the runoff would leave you with about 10 seconds left in the play clock before you could make any checks. 25 seconds would come off the play clock itself with a base minimum of 14-15 seconds by the time you broke the huddle. Meaning, if you used a huge chunk of the play clock and didn't select your play until there were 18 seconds left, then 25 seconds wouldn't roll off. It would leave you with around 14-15 seconds.

I would take second to look at the field position, down, then find my formation, play, and package. That would leave me with around 30 seconds, 32 if I rushed. 25 seconds rolls off with the base being 15 ticking down to 14 by the time I broke the huddle, with another 3 seconds before my guys got to the line and got set, which meant to soonest I could look over the defense was around 11 in the play clock. That only left me with time for one move to audible, motion or change the protection. So, if I saw something and wanted to change a protection, then a route, it was pretty perilous.

In '11 the base with roll you down to about 18-19 seconds in the play clock while 25 ticks off the actual game clock. And I'd much rather have it that way. The extra 3 seconds I have at the line to look over the defense is gold.

And it's an added benefit that the actual time it takes to get through a game is steady, while being able to keep a patient approach to selecting my plays.
That makes sense. Thats how it should be..
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Old 04-09-2011, 06:47 PM   #156
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Re: Why Line Play Will Never Be Realistic in Football Games

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Guys, get off the 2k comparisons. Thank you
What a shame!
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Old 04-09-2011, 06:52 PM   #157
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Re: Why Line Play Will Never Be Realistic in Football Games

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The only thing I have to dispute with this is that you think the next gen is around the corner. With the current economic state the thought of a new gaming system produced in the next 3 years would be bad business. maybe for xbox cause of some issues, but i think they cleared up alot with the slim and hd.
You may be right but I was thinking 3-5 years since its due, and the economy is improving. I'm not an economist and I don't know where it will be in that time.
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Old 04-18-2011, 09:32 AM   #158
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BRAVO SIR!!! That is a very well written article. IT DEFINETLY PUTS THINGS IN PERSPECTIVE.
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Old 04-18-2011, 09:40 AM   #159
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Re: Why Line Play Will Never Be Realistic in Football Games

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Originally Posted by Senator Palmer
In Madden 10 the runoff would leave you with about 10 seconds left in the play clock before you could make any checks. 25 seconds would come off the play clock itself with a base minimum of 14-15 seconds by the time you broke the huddle. Meaning, if you used a huge chunk of the play clock and didn't select your play until there were 18 seconds left, then 25 seconds wouldn't roll off. It would leave you with around 14-15 seconds.
Ok, but in M10 you had options. If 25 seconds ran too much of the clock off for you, you could change the run off to 20 or 15. Problem solved?

It's not a huge issue in M11, I just think it's not right I guess. If the CPU would take more time at the snap, it wouldn't be a big deal at all to me. I'm hoping that's addressed this year.
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Old 04-18-2011, 01:35 PM   #160
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Re: Why Line Play Will Never Be Realistic in Football Games

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Originally Posted by rgiles36
Ok, but in M10 you had options. If 25 seconds ran too much of the clock off for you, you could change the run off to 20 or 15. Problem solved?

It's not a huge issue in M11, I just think it's not right I guess. If the CPU would take more time at the snap, it wouldn't be a big deal at all to me. I'm hoping that's addressed this year.
Yeah, I agree, the bolded is the issue. Last year I mostly did 15, and had plenty of time, but it felt like the games ran a little long. This year, the game moves at a good pace, but the CPU snapping the ball is ridiculous.
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