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Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Old 06-13-2012, 03:46 PM   #97
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by jfsolo
What you're saying is of course 1000% correct. At the very least remove the Tecmo style win or lose result from the call. In a big picture analysis, how many man-hours would it take to add gap control/real run defense principles. For something that will never be a marketable feature, too many hours may always make this a cost prohibitive fix.
You are exactly right here. And that is my biggest fear. Why would something like this need to be marketed? I'm looking at this year and I'm saying , why are QB drop backs and pass trajectories, things that are basic to football just like run principles are, why are they back of the box features? These should be basic.
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Old 06-13-2012, 03:50 PM   #98
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

Quote:
Originally Posted by jfsolo
What you're saying is of course 1000% correct. At the very least remove the Tecmo style win or lose result from the call. In a big picture analysis, how many man-hours would it take to add gap control/real run defense principles. For something that will never be a marketable feature, too many hours may always make this a cost prohibitive fix.
If this is the mindset that Tiburon is going to continue to have then they need to stop doing 2 things.

1. Stop promoting your game as the most authentic NFL simulation ever - especially since you don't even have all of the proper rules implemented in the game. This is a major fundamental area of the game.

2. Don't bitch when you constantly get flack about your product or get compared to 5 year old unlicensed games that have a much more realistic portrayal of the NFL than yours.

Knowing AJ, I can't imagine him NOT wanting this in the game. He was very critical of the run fits and gap assignments in Madden 10. If we are talking about making a simulation, fixing this should not be incredibly hard. It's 90% there in APF, Madden should go to 100%. What may seem to be insignificant on the outside, these types of things add up into creating an uber realistic game and a great experience for us football nuts to enjoy.
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Old 06-13-2012, 03:52 PM   #99
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by LBzrule
You are exactly right here. And that is my biggest fear. Why would something like this need to be marketed? I'm looking at this year and I'm saying , why are QB drop backs and pass trajectories, things that are basic to football just like run principles are, why are they back of the box features? These should be basic.
It's been like that for years basic things to football are these grand new features in madden.
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Old 06-13-2012, 03:54 PM   #100
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by LBzrule
Hell No. That's the biggest reason why I wrote this. And I think getting underneath the underpinnings of why EA added it to the game reveals that it is a GIMMICK to deal with abuses in their game. Rather than going to the meat of the problem, they keep putting a band aid on it.

Now I will say that the language and logic makes sense in practical scenarios. For instance, in life, if I am on a field running right then I cannot be going left. That type of logic makes sense. Ahh, but that is not how defensive football works one bit. Was just reading Dean Pees this morning and he had this to say about playing Ravens defense.



Credit Baltimoreravens.com Kevin Byrne

The key one for this discussion is the one in the middle. That one right there should tell anyone that there is no such thing is BLINDLY doing whatever. It's always about reading and reacting.

What it boils down to and I am not going to necessarily disagree with gibs, bootz ect because their argument is on a different plane. They arguing from within the Madden program and how things work and how they can be balanced in that regard. I'm arguing about something outside the program that needs to be in it and is a better solution than the gimmick.
Well if that's the case then I don't know why this is even a discussion. If it doesn't happen in real life then it shouldn't be in a simulation football game, point blank period.
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Old 06-13-2012, 03:58 PM   #101
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by tazdevil20
If this is the mindset that Tiburon is going to continue to have then they need to stop doing 2 things.

1. Stop promoting your game as the most authentic NFL simulation ever - especially since you don't even have all of the proper rules implemented in the game. This is a major fundamental area of the game.

2. Don't bitch when you constantly get flack about your product or get compared to 5 year old unlicensed games that have a much more realistic portrayal of the NFL than yours.

Knowing AJ, I can't imagine him NOT wanting this in the game. He was very critical of the run fits and gap assignments in Madden 10. If we are talking about making a simulation, fixing this should not be incredibly hard. It's 90% there in APF, Madden should go to 100%. What may seem to be insignificant on the outside, these types of things add up into creating an uber realistic game and a great experience for us football nuts to enjoy.
Surprisingly it seems like the people that buy the game make more excuses for them than the actual devs do.
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Old 06-13-2012, 04:03 PM   #102
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

Quote:
Originally Posted by LBzrule
You are exactly right here. And that is my biggest fear. Why would something like this need to be marketed? I'm looking at this year and I'm saying , why are QB drop backs and pass trajectories, things that are basic to football just like run principles are, why are they back of the box features? These should be basic.
I posted almost an identical thing about a month back. Of course, when I post it, it gets received differently than when you post it .

I asked the EXACT same thing. Why are working pass trajectory and QB drop backs being marketed? That's like saying, "It's a football game and guess what?! We have TACKLING in it!". At some point, Tiburon forgets they are making a football game. The very things that make it football seem to be absent most of the time, then get added in slowly one at a time. Eventually we might actually have a whole game that is football again.
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Old 06-13-2012, 04:10 PM   #103
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Quote:
Originally Posted by LBzrule
Hell No. That's the biggest reason why I wrote this. And I think getting underneath the underpinnings of why EA added it to the game reveals that it is a GIMMICK to deal with abuses in their game. Rather than going to the meat of the problem, they keep putting a band aid on it.

Now I will say that the language and logic makes sense in practical scenarios. For instance, in life, if I am on a field running right then I cannot be going left. That type of logic makes sense. Ahh, but that is not how defensive football works one bit. Was just reading Dean Pees this morning and he had this to say about playing Ravens defense.



Credit Baltimoreravens.com Kevin Byrne

The key one for this discussion is the one in the middle. That one right there should tell anyone that there is no such thing is BLINDLY doing whatever. It's always about reading and reacting.

What it boils down to and I am not going to necessarily disagree with gibs, bootz ect because their argument is on a different plane. They arguing from within the Madden program and how things work and how they can be balanced in that regard. I'm arguing about something outside the program that needs to be in it and is a better solution than the gimmick.
The run pass commit is the nfl equivalent to the MLB yelling "toss right" or "run left". If you are on the d line and your teammates yells that you are naturally going to follow that direction. It's up to the user to make the correct determination and obviously if he chooses wrong you could get smoked. Risk/reward at its finest.

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Old 06-13-2012, 04:11 PM   #104
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Re: Run/Pass Commit In Madden NFL 13 - Make it More Realistic

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Originally Posted by CRMosier_LM
The run pass commit is the nfl equivalent to the MLB yelling "toss right" or "run left". If you are on the d line and your teammates yells that you are naturally going to follow that direction. It's up to the user to make the correct determination and obviously if he chooses wrong you could get smoked. Risk/reward at its finest.

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What does the "pass commit" do CR?
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