08-17-2012, 03:19 PM
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#1752
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Pro
OVR: 7
Join Date: Oct 2007
Location: New York, new york
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Re: Madden NFL 13 Demo Available Now, Post Your Impressions Here (360, PS3)
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Originally Posted by atc43 |
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I posted this in my own thread already guess i will here too. What do you guys think of this?
Okay Infinity Engine. Not bad i give it a B minus in implementation. Def room for improvement!
- More Wrap up tackles. Making defenders at least attempt to wrap up, lessens that effect of the over the top hits that sometime spawn in IE.
-Ball Carriers dont always have to roll over on their backs after each play haha. Allow for a ball carrier to get tackled face down and stay that way and then get up from that position, instead of the weird warping flip over on my back animation.
-Give player model's bone structures more resistance. This will lessen the amount of broken looking limbs on tackles. Another possibility could be setting limits on the degree to which certain parts of the body can contort. This could be used to determine when injuries occur say when a guy’s legs gets bent too far backwards could result in a broken leg.
-Alright the biggies. On top of tuning and tweaking IE, is the implementation of momentum. For one i believe that all jukes and stutter steps should be on the left stick. Actual foot-planting would greatly increase the fluidity of gameplay and make it feel much more authentic! If momentum were implemented that big side juke should no longer exist. Look at a real NFL football game. Scenario: Receiver catches ball and heads up the sideline, a defender is coming straight at him the big juke isn’t an option because of how fast the receiver is moving! Instead a stutter juke where he stops/slows down and chops his feet making the defender second guess his movement is more plausible. Or even the quick juke from last gen maddens (05/06). Speed momentum and weight should begin to matter now more than ever!
-Open field tackling: This stems off of the previous point. That defender coming down for the hit on the receiver has to slow down to determine the Receiver's actions. When a ball carrier's hips drop so should a defender's. 1. To be able to react to the ball carrier's movements. 2. For leverage for the tackle. This is where player momentum, weight & not necessarily the speed rating but speed at which the player is moving, comes in. Also a way to improve the realistic qualities of open field tackling would be to add another control. Say holding down the left trigger to make a defender break down and attempt a wrap up, text book tackle which would ultimately improve his chances of making the tackle. When holding left trigger the defender wouldn’t have the option of a big hit because he’d be coming in with control.
-Oline Interaction: We all know what needs to be done here and I’m sure it’ll be addressed! One thing I’d like to touch on is defenders actually trying to keep inside or outside leverage on outside/off-tackle run plays. The biggest problem is with OLBs in the 3-4 schemes. On outside plays the OLB should try to keep outside leverage(their outside arm free) of the ball carrier to force the play back into the ILBs and dlinemen. Whether they succeed or not should be based on ratings of the defender vs. the blocker(AND PROBABILITY BECAUSE WE WOULDN’T WANT THE BETTER RATED PLAYER WINNING EVERY TIME). Or if being controlled by a human, the skills of the human playing. However if the ball is say on the hash the, the OLB may want to stay inside and string the play outside to the sideline. It is all based on scenario/probability something that isn’t very difficult to program assuming you are familiar with the game of football and its intricacies.
-Streamlined Ratings. These are all Tthe ones I believe Madden really needs. Speed obviously, Acceleration for momentum/physics purposes, Agility-How fast a player is capable of coming in and out of cuts (Defensively how fast a player can react to an offensive players cut) Jump. Catching, Spectacular, in traffic, Release & Route Running - for how well a player runs them and if they’re at the right depths. Pursuit, Tackle, and Hit Power-solely for big hit opportunities. Press, Man should be somewhat affected by agility and momentum scenarios/Zone Coverage - should be more like an awareness rating that helps defenders move into better spots to cover receivers. Obviously the QB ratings. Run/Pass Blocking. Pass Rush & a new one, Gap Filling, For defenders to be able to clog running lanes a few players good at this are Wilfork, Ray Lewis, & PWillis. Block Shedding could still be used or just integrated into Gap Filling. RB ratings - NO JUKE RATING juking is completely determined by momentum and player's agility rating. Stiff Arm. Spin rating - same as juke. Ball Security, Ball Carrier Vision - can act as counter for Gap Filling Rating, determines how effective a ball carrier is at shifting his momentum towards the open hole & and how often they trip over other players. POWER NOT STRENTGH for ball carriers. For those Marshawn Lynch vs. Saints type of plays. Balance - ability to take a hit and keep on trucking QBs like Big Ben would have a higher rating than other QBs. But remember Tiburon, when in a game, CPU VS. CPU SITUATIONS RATINGS MATTER MOST, AND PROBABILITY TO KEEP FROM THE SAME OUTCOME EVERY TIME! PLAYER VS. CPU SITUATIONS THE RATINGS SHOULD MATTER SLIGHTLY LESS ON THE SIDE OF THE PLAYER BUT EVERY BIT AS MUCH ON THE A.I. SIDE. PLAYER VS. PLAYER SHOULD BE A PERFECT BLEND OF HUMAN ABILITY, RATINGS, AND PROBABILITY. It’s a lot to ask for I know, but I believe it can be done!
-The Biggest Change: Removal of Awareness! Play Recognition is the way to go. Players with the highest recognition will put themselves in better position to make plays on offense and Defense. Picture this: Its 3&2 you’re playing the Steelers and your running off tackle to the left. Pre-snap you see the safety to the right, Troy Polamalu a player with high Recognition creeping up closer to the line as if he’s anticipating a run whereas the safety over the top on the left to your run side stays at his regular depth of 10 yards because of his lower Play Recognition. You gain 4 and pick up the first down. Same for the Offense: You’re the Jets and you’re playing Tom Brady, he sees you back your secondary up so he checks to all hitches pre play, something a lower rated QB wouldn’t do, possibly even picking a play that wouldn’t succeed at all. Recognition could even feature a hot/cold streak mechanic. Recognition would be a better way to differentiate between the great and good players without having such disparity in ratings. Having certain players put themselves in better positions to succeed instead of the game itself would greatly improve the authenticity of the game.
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The removal of awareness is something I wholeheartedly agree with since this is usually the one rating that inflates the total ovr of every player... I've never really understand the logic for having a play recognition rating AND an awareness rating since you can apply play recognition to every position on the field during a given play.... As far as the demo goes I've already pre-ordered the game so it hasn't made me regret doing that which I guess is a plus but I do wish that instead of creating new modes an trying to make the game flashier that ea/tiburon would figure out a way to fix the quirks that seem to never get fixed year to year (prime example being that I still can't get sacks or pressure with a RE or ROLB)
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