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Madden NFL 25 Title Update #3 Details, Available Now For PS4 and Xbox One

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Old 02-06-2014, 02:28 PM   #25
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

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Originally Posted by TheBleedingRed21
I will if you guys will listen...

CBs do not look for the ball. Too many times they have good coverage but are lookinng wrong way and have no awareness to where the ball is. That's not right for CBs with good awareness and etc.

If a MLB nails a little WR on a slant. He should drop it.

Their needs to be secondary awareness. It needs adjusted, that would fix most issues. If they played the ball and put a hand out to swat it or keep WR from making the catch. They should get in position to make a swatted ball rather than mirror the WR route and just be in the way
See, this is constructive feedback. Thank you. I will definitely pass this along.
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Old 02-06-2014, 02:29 PM   #26
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

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THIS. If I DO IT. we play non switches leagues around here. The CPU does not swat 90% of the time.

The CPU should play defense and swat balls. Not rely on user to switch and swat.
Ahhh. I gotcha. I'll pass this along. Thanks.
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Old 02-06-2014, 02:31 PM   #27
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

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The "ONLY gameplay tuning" happens to favor the offense? This is simply not true. We tuned the precision stiff-arm, which was over-effective, as well as the juke moves on KRs. With all due respect, hyperbole doesn't help anybody.

As for the rest of the stuff - Have you tried adjusting the sliders? I have seen a LOT of INTs, personally in multiple CFMs, so I don't see this as being a global issue.
You are right, that wasn't the only game play tuning change made, so I apologize that was the one I focused on. Its all relative I guess, as I didn't think stiff arms were over powered as I use Alfred Morris who isn't a burner and I like being able to power through smaller DBs, same with KR jukes, but again its all relative and you are right about hyperbole.

As for the rest of the stuff, with all due respect this comes off as rather dismissive. You can go into great detail to point out how erroneous one line of though is, (which I admit was short sighted) but for the rest of my points which may or may not be more balanced and have actual merit, its just dismissed as tune the sliders. But yes, I have tuned sliders. We turned ints down to 0 and still had 8+ ints in our two Championship Round game.

But there really isn't a slider to improve the ability of edge defenders to set the edge, or OLBs to get into the proper run fits, or for DEs and DT to spill and chase properly.

Again I appreciate you taking the time to interact with us.
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Old 02-06-2014, 02:34 PM   #28
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

AJ, I'm repeating myself but to add to Robs post, if there were more swat animations that was purely CPU there would be less interceptions and fix that.

People would be less pissed with swatted balls than dropped picks all the time.

No one would think "Bull... I should of picked that. He keeps dropping it!!!" They would say "Great job on batting the ball down" etc..
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Old 02-06-2014, 02:45 PM   #29
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

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Originally Posted by EASPORTS_AJ
The "ONLY gameplay tuning" happens to favor the offense? This is simply not true. We tuned the precision stiff-arm, which was over-effective, as well as the juke moves on KRs. With all due respect, hyperbole doesn't help anybody.

As for the rest of the stuff - Have you tried adjusting the sliders? I have seen a LOT of INTs, personally in multiple CFMs, so I don't see this as being a global issue.
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Originally Posted by EASPORTS_AJ
What do you mean there is no swat animation. You can swat balls by pressing L1/LB. Are you talking about something else?
I've worked extensively with the sliders. Part of the problem is some of the sliders are reversed or switched but without an acknowledgement from EA its tough to differentiate unless you test extensively...which for me was a lot of work. Enough to put the game down a few weeks back. I was testing in 10 game batches.

The INT slider doesn't seem to work or perhaps its switched with a different slider altogether because I've seen bigger results with lowered INT's from adjusting the other defensive sliders like coverage or reaction for example. Yes I realize that all those sliders certainly play a part.

Basically if I set the INT slider to 0 I should see no interceptions which isn't the case.

Ideally what would be a game changer is if I set the INT slider to 0 it would cause the defensive players to look to break up plays rather than look to get a pick altogether. This way I could tune that slider to my skill level and that of the CPU's. Rather than just changing the chances of an INT animation being successful.

Going back to swat animations being automatic. I think the whole idea that DB's and even LB's should be swatting more is something that needs a great deal of attention. It would solve the problem of overly accurate QB's and excessive INT's in the regard that most backs play to break the play up not just for the INT.

INT's should be much more rare in comparison to swats and broken up catches but it seems like the DB's animations and actions are more tuned to seeking out INT's instead breaking up plays. Which results in us predominately seeing excessive amounts of INT animations and then waiting to see if they're successful or not.

The entire DB/WR interaction needs a face lift...and there's lots of great directions this could go. Jostling for position, jump balls, coming over the top, whacking across arms...etc.

I hope that made sense.

Last edited by RumbleCard; 02-06-2014 at 02:48 PM.
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Old 02-06-2014, 02:50 PM   #30
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

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AJ, I'm repeating myself but to add to Robs post, if there were more swat animations that was purely CPU there would be less interceptions and fix that.

People would be less pissed with swatted balls than dropped picks all the time.

No one would think "Bull... I should of picked that. He keeps dropping it!!!" They would say "Great job on batting the ball down" etc..
This is certainly what I was thinking and you said in a lot less words than I did.
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Old 02-06-2014, 02:52 PM   #31
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

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Ahhh. I gotcha. I'll pass this along. Thanks.
Any help or advise for CFM? When two controllers are playing and we finish the game. It's exits to the main menu of Madden 25 and its as if the game was
Never played?

Xbox one
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Old 02-06-2014, 02:53 PM   #32
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Re: Madden NFL 25 Patch Released (PS4, Xbox One)

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This is not constructive criticism at all. Are you saying passing is too easy on Next Gen Madden? Can you give me some concrete examples with specific plays?

This type of post doesn't help anyone.
Ok, I'll bite. I've been through this before to no avail, but I digress...

  1. QB Accuracy: While the frequency of inaccurate passes has improved in Next Gen, QBs are still way to accurate. I like when I see a pass behind, wide or over receivers. However, accuracy is way too high for poor QBs. This causes too many passes to be either dropped (by the defender or the receiver) or caught. Balls thrown too soon or too late on timing routes (curls, comebacks, outs, digs) need to hit the turf more often.
  2. WR/DB Interaction: Why don't receivers and DBs fight for the ball? Going on 9 years of this and it's still not there. This makes passing too much of a binary operation. Should be much more organic here.
  3. Sweeps/Off Tackle Runs/Screens: It took all but a week for madden players to discover that outside runs and screens were go-to plays. If you watch replays, you will see linebackers running in mud hunched over, taking silly pursuit angles and getting pancaked at will when these plays are run. Without selling out there are few ways to stop these plays. Where are the run fits and scrapes?
  4. Dropped Passes: While it may be frustrating when it happens, receivers drop balls when getting smashed over the middle. Calvin Johnson is an amazing receiver, but even he's been known to drop balls at times, especially if it's thrown into heavy traffic.
Lastly, what seems to escape developers at Tiburon is the fact that it's not always the OUTCOME that matters - it's HOW that outcome was reached. You guys will constantly argue that there are plenty of incompletions at the end of a game, yet QBs will complete 80% of their passes while the only incompletions are interceptions. Also, as far as "swatting" passes goes, I don't see that as much of the issue. The issue is how the players interact when the pass comes in. Often times in real life receivers have the ball knocked out because of the hit or they get wrapped up or their feet tangled. We don't see much of that. Also, when my QB is under heavy pressure, the accuracy of the pass needs to be affected. That doesn't mean all 11 defenders should instantly react to the ball (which still happens), but maybe the pass is high if I am throwing off of my back foot, or it's wide or short. These are things that should not have to be explained. If you watch football at all, or study any stats, these are obvious.



Also, some food for thought here:
http://www.sportingcharts.com/nfl/stats/drops/2013/
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