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Madden NFL 13 Gameplay Impressions

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Old 05-01-2012, 12:52 PM   #193
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Re: Madden NFL 13 Gameplay Impressions

Quote:
Originally Posted by rgiles36
User catching is a whole 'nother can of worms. I don't use it at all as a offliner, but almost anyone that I know that plays online uses it. That's a very fine line to cross.
I'm actually a fan of user control, but not at the expense of realism. In Madden, there is no route based passing, so when you throw a pass it is completely tethered to the receiver. Do you guys remember Maximum Passing in 2k football? This was an OPTION (hear that Tiburon?) that you could turn on at the pregame screen. This basically allowed a very free passing approach. What I mean is, you could literally throw the ball anywhere by using the left stick. So if you wanted to "throw a receiver open", you could easily do it. However, with this greater degree of control came greater difficulty in timing routes properly, and making an accurate throw not resulting in over/under thrown balls, or balls thrown wide, etc. That's why this nonsense about them going crazy over being able to "throw a receiver open" is pretty funny. It's something that's been around for a long time. Joe Montana football had a version on the Genesis that actually had this as well. So did NFL Fever. If you take a look at APF2k8, you can actually throw a comeback too soon and the receiver won't even turn around and look for the ball because he hasn't made his break yet. There is no icon lighting up to tell me he's looking, I can see it! Yet, I can throw the ball to a spot because the ball is not tethered to the receiver. How many times have you thrown a pass in Madden that someone DIDN'T get a hand on? It happens rarely (it does happen), because no matter what, the ball is always tied to the receiver.

I hate to sound like a downer here, but honestly, this is shaping up to be another example of the right thinking, but a poor implementation. Not to mention, I don't think it's something that warrants a lot of hoopla. I never remember another football game selling, "Receivers won't catch the ball if they aren't looking!". That's just silly IMHO. That should just be implied to be part of the game.
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Old 05-01-2012, 12:52 PM   #194
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Re: Madden NFL 13 Gameplay Impressions

Honestly, before I call it anything, I'm going to want to try it before I use it in a game.

If it's not an option to turn on/off, then we will need to live with it if we decide to purchase the game.
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Old 05-01-2012, 12:57 PM   #195
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Re: Madden NFL 13 Gameplay Impressions

Quote:
Originally Posted by tazdevil20
I'm actually a fan of user control, but not at the expense of realism. In Madden, there is no route based passing, so when you throw a pass it is completely tethered to the receiver. Do you guys remember Maximum Passing in 2k football? This was an OPTION (hear that Tiburon?) that you could turn on at the pregame screen. This basically allowed a very free passing approach. What I mean is, you could literally throw the ball anywhere by using the left stick. So if you wanted to "throw a receiver open", you could easily do it. However, with this greater degree of control came greater difficulty in timing routes properly, and making an accurate throw not resulting in over/under thrown balls, or balls thrown wide, etc. That's why this nonsense about them going crazy over being able to "throw a receiver open" is pretty funny. It's something that's been around for a long time. Joe Montana football had a version on the Genesis that actually had this as well. So did NFL Fever. If you take a look at APF2k8, you can actually throw a comeback too soon and the receiver won't even turn around and look for the ball because he hasn't made his break yet. There is no icon lighting up to tell me he's looking, I can see it! Yet, I can throw the ball to a spot because the ball is not tethered to the receiver. How many times have you thrown a pass in Madden that someone DIDN'T get a hand on? It happens rarely (it does happen), because no matter what, the ball is always tied to the receiver.

I hate to sound like a downer here, but honestly, this is shaping up to be another example of the right thinking, but a poor implementation. Not to mention, I don't think it's something that warrants a lot of hoopla. I never remember another football game selling, "Receivers won't catch the ball if they aren't looking!". That's just silly IMHO. That should just be implied to be part of the game.
Great post Taz, but don't even get me started on how the "throwing receivers open" in Madden 13 is looking to work. I have a whole nother set of issues with that that I won't even get into now, lol. It is basically like you said before: "A good idea, but poorly implemented". I do hope that it gets a lot more tuning before the Madden 13 goes gold.
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Old 05-01-2012, 01:04 PM   #196
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Re: Madden NFL 13 Gameplay Impressions

Quote:
Originally Posted by rgiles36
User catching is a whole 'nother can of worms. I don't use it at all as a offliner, but almost anyone that I know that plays online uses it. That's a very fine line to cross.
I don't want this to come across wrong but I don't see how an option to disable User catch or any other User control related option effects people that don't want to use it. I don't even mind that by default, for online ranked games, EA/Tiburon wants the game as "balanced" as possible but I don't get why there continues to be this lack of tools for those that want the most realistic parameters possible, achieved through the program, instead of self discipline and honor systems.

I know it's not your fault Rgiles but it seems far too many people in the Madden community are wiling to accept seemingly illogical reasons for why there are not more tools to enjoy Madden, for what it is. I would likely still be playing M12 despite its' issues if slider sets where available in a feature complete online franchise.

I feel I should be an easy win for EA/Tiburon with regards to Madden because even though my football game wants are endless, what I require for basic enjoyment of the game is far more simplistic.
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Old 05-01-2012, 01:10 PM   #197
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Re: Madden NFL 13 Gameplay Impressions

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Originally Posted by Skyboxer
Again this mode does NOT tell you when to throw the ball, at all.
It simply says when they are looking.
It is not an aid, just a visual cue of when they are looking.

And I personally don't think he was anywhere looking like a "cheese" player. I know what he wants and agree that any aids should have an option to be turned off. Just don't see how having a visual reference of when they are looking is an aid.
Sky, you keep saying that the feature tells the player when the receiver is looking for the ball. The devs keep saying it too, but it's not. I've seen two separate vids of receiver icons lighting up before the receiver's head turns to actually look for the ball. That can only mean that is is functioning as a visual cue to aide with anicipation of throws.

:59 mark. The receiver to the right in the slot. His icon lights up right as he gets into the void, but well before his head is around.


The receiver isn't looking but if you let the ball go right when the icon lights up, that's a perfect completion. The timing would be impeccable. That is a visual cue that tells you when to throw.

There's another one in the NCAA broadcast where it's even more blatant. The receiver is running what looks like an out, and his icon lights up while his back is still to the QB. Now way he was looking.

Couldn't find the youtube version, but if you scroll to 14:21, the florida receiver (A) running up the seam to the right.http://www.gametrailers.com/episode/...rs-tv/151?ch=3

There is a difference between saying a receiver is looking for the ball and saying that he is ready. Looking means his eyes are physically looking back to the LOS... ready means that he is at the point in the route where the ball should come out. And if an icon lights up at that point, it is visual clue to help with when to throw the ball.
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Old 05-01-2012, 01:11 PM   #198
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Re: Madden NFL 13 Gameplay Impressions

Quote:
Originally Posted by rgiles36
User catching is a whole 'nother can of worms. I don't use it at all as a offliner, but almost anyone that I know that plays online uses it. That's a very fine line to cross.
Yes. As someone who is strictly an online player (leagues, head to head against friends), I would LOVE a setting that would allow me to turn off user catching in a league. Or better yet, an option that didn't allow user switching on offense until the ball was caught or handed off. This would put more emphasis on player ratings. Something like this wouldn't be needed if more realistic player movement and outcomes were the case. In APF2k8, I can throw a pass to a receiver who is wide open, but lead him too much. He'll reach up with one hand but more often than not, he won't reel it in, especially if he doesn't have as good a set of hands. In Madden I can throw a dig route to Nicks in coverage and he will make a one handed snag despite getting decapitated at the same time the ball gets there. Even though he is a freakish athlete, he's not catching that pass. No way no how.
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Old 05-01-2012, 01:16 PM   #199
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Re: Madden NFL 13 Gameplay Impressions

Quote:
Originally Posted by Senator Palmer
Sky, you keep saying that the feature tells the player when the receiver is looking for the ball. The devs keep saying it too, but it's not. I've seen two separate vids of receiver icons lighting up before the receiver's head turns to actually look for the ball. That can only mean that is is functioning as a visual cue to aide with anicipation of throws.

:59 mark. The receiver to the right in the slot. His icon lights up right as he gets into the void, but well before his head is around.


The receiver isn't looking but if you let the ball go right when the icon lights up, that's a perfect completion. The timing would be impeccable. That is a visual cue that tells you when to throw.

There's another one in the NCAA broadcast where it's even more blatant. The receiver is running what looks like an out, and his icon lights up while his back is still to the QB. Now way he was looking.

Couldn't find the youtube version, but if you scroll to 14:21, the florida receiver (A) running up the seam to the right.http://www.gametrailers.com/episode/...rs-tv/151?ch=3

There is a difference between saying a receiver is looking for the ball and saying that he is ready. Looking means his eyes are physically looking back to the LOS... ready means that he is at the point in the route where the ball should come out. And if an icon lights up at that point, it is visual clue to help with when to throw the ball.
Ah, could not have summed up the sentiment in this thread any better than this post right here. Right on the nose SP. Exactly what is fueling my skepticism of the implementation of this feature.
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Old 05-01-2012, 01:59 PM   #200
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Re: Madden NFL 13 Gameplay Impressions

Quote:
Originally Posted by Illustrator76
It does tell you when you CAN throw the ball. It tells you when the receiver has his head turned and can "accept" a pass. I never said that it tells you when the receiver is OPEN. I never said that Jarodd21 was looking like a cheeser, but when you hear the words "glitch ball" and "unrealistic" thrown out there, what exactly is that inferring then?

No. You can throw at any time you want. Whether icon is lit up or not. It simply says when they are looking for ball (or as what was just posted "ready").. doesn't mean they are the best option.... I wouldn't think

Also I never said you called anyone a cheeser ..lol..

.
Also I never use user catch (Hate it) and only play in online leagues without user catching.
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