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Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Old 05-15-2012, 01:12 PM   #137
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by SteelerSpartan
I'll ask this one more time an if you can't answer/give any impressions on if people will be penalized for Zig-Zaging their safeties around.....

then Im going to hope its something you just can't talk about until June 4th and its not that that aspect of the game is still just awful as displayed in the cheese fests that are platinumplayajc's recent vids here on OS
i felt player movement was toned down significantly in that regard... just my opinion though.
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Old 05-15-2012, 01:13 PM   #138
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by Senator Palmer
As I said, forgive me if that's not what you meant. I'm not trying to read anything extra into what you posted. I'm strictly going off your words and you seemed pretty resolute in your POV.



I don't see how I'm going overboard and I don't know how else to read that.^ A game made for head to head and all that comes with that? Those are your words. You pretty implicitly saying that the game is made for user control. If that's not what you meant, fine, just say you misspoke, but don't try to turn it around on me(us) like we're pulling things out of thin air or twisting your words.
Thats my opinon... its not a statement from god lol.
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Old 05-15-2012, 01:15 PM   #139
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by CRMosier_LM
i felt player movement was toned down significantly in that regard... just my opinion though.
agreed....
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Old 05-15-2012, 01:21 PM   #140
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by ch46647
I did not even know Madden PC had online franchise mode. Haha
http://www.answers.com/topic/madden-nfl-2001-game-2

In terms of league settings, customizable options allow you to choose the number of teams in your franchise (6, 12, 18, 24 or 31), minutes (1-5) per draft pick, fantasy drafting, coach changes, salary caps, trade deadlines, and career statistics.

Gameplay modes feature Exhibition, Situational or Franchise. In the latter, an option is provided to play either straight season or franchise management with the difference being post-season options. In seasonal play, repeat seasons are allowed but rosters don't change through player retirement, contract negotiations and drafting procedures. Franchise mode allows those aspects to be fully realized, along with changing player attributes, and keeps franchise structures fluid and dynamic.
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Old 05-15-2012, 01:26 PM   #141
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by CRMosier_LM
Having user control SHOULD NOT EVER in my opinion override the ratings. Now I feel that Madden 13 does not override the ratings like I felt Madden 12 did. The only reward i felt you gain with user control was the "wow" factor and sense of accomplishment in M13.
Cool.

Quote:
Originally Posted by CRMosier_LM
Thats my opinon... its not a statement from god lol.
Fair enough, but let me just say that as a Game Changer with multiple CD attendances, face-to-face interaction with devs, and a column on EA's website, when you make a statement on how the game is meant to be played it carries a little more weight than the average poster around here dealing in speculation. It reads as someone with direct knowledge who knows what they are talking about.

As I stated I didn't mean to pile on, I just want to know where you stand because when you go to these CDs you are the voice of the community. And we've seen what kind of sway you guys can have as evidenced by TNT's epic college paper and interactions with devs that directly led to the removal of the vision cone.
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Old 05-15-2012, 01:27 PM   #142
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by RynoAid
http://www.answers.com/topic/madden-nfl-2001-game-2

In terms of league settings, customizable options allow you to choose the number of teams in your franchise (6, 12, 18, 24 or 31), minutes (1-5) per draft pick, fantasy drafting, coach changes, salary caps, trade deadlines, and career statistics.

Gameplay modes feature Exhibition, Situational or Franchise. In the latter, an option is provided to play either straight season or franchise management with the difference being post-season options. In seasonal play, repeat seasons are allowed but rosters don't change through player retirement, contract negotiations and drafting procedures. Franchise mode allows those aspects to be fully realized, along with changing player attributes, and keeps franchise structures fluid and dynamic.
That is AWESOME!! So pretty much every feature from offline franchise was ported to the online franchise for the PC version back then? And it gave you all those awesome manager functions as well??

That is incredible if that is the case....

EDIT: Did it even have the Tony Bruno show? I used to love that back then..

Last edited by ch46647; 05-15-2012 at 01:29 PM.
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Old 05-15-2012, 01:28 PM   #143
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by CRMosier_LM
i felt player movement was toned down significantly in that regard... just my opinion though.

Im going to keep my eye on this until Retail...because this along with the Reduced QB Gliding speed are something I fear they will be very reluctant to follow through with because of all the cheese people have based their "gameplans" around in the past

And making those changes is a nice test to see how much they really want to make this a SIM

Fight Night Champion Community Day shenanigans have me worried that devs may have tuned the game for them(SIM minded guys) an pulled a fast one on them for the Retail....Phobia(CD Guy) came away especially soured an disappointed by the whole experience
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Old 05-15-2012, 01:30 PM   #144
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by N51_rob
Are you seeing any "issues" that the dev team won't have time to fix, that will require a Day 1 patch? Also, when you guys are down there do you interact with the testers at all?
Not yet. its still way too early to speculate.
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