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Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Old 05-19-2015, 02:35 PM   #473
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by CM Hooe
You all might give the FBGratings roster a shot as well (I imagine by now that someone has created one on Roster Share), they lower the average ratings across the board and increases the rating spread, so elite players should stand out more as well.

I liked playing with those for Madden NFL 25, but I haven't had much of an opportunity to give em a go in Madden NFL 15 unfortunately.
Yes, I have played them; it has been awhile, but if I recall correctly, they did make a positive difference to the game...

With that in mind I am going to download the FBGrating rosters again..I know there is one for Xbox One and PS4; they can be found in the Roster section here on OS..

EDIT: I just checked the FBG Madden Ratings site, and none of the attributes are showing for the handful of players I checked; anyone else have this issue? ALSO: I downloaded the FBG gaming roster for Xbox One, which were created by a community member, who I assume is not a part of the FBG site and upon initial review, many of the QB accuracy ratings are not edited or still too high, for example, A.Rodgers is still in the 90 percentile in accuracy across the board..

Last edited by 4thQtrStre5S; 05-19-2015 at 02:46 PM.
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Old 05-19-2015, 03:10 PM   #474
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by Big FN Deal
I think this disconnect or disagreement is at least in part about in-game execution vs capability. All NFL QBs are capable of passing basics but much of that goes out the window on the big stage, during actual games. Now couple that with that fact that certain QBs actual have better skill sets than other Qbs and sometimes just differing skill sets. So considering Madden doesn't really do a good job of differentiating players using tiered animations for QB releases and mechanics, we're left with player ratings.

Based on that, if in Madden we have a User controlling Rodgers vs the same User controlling Manziel, in identical pass plays and coverage, yes reading the defense should be and is completely on the User, as well as where to attempt to place the pass and when to throw the pass. However where virtual Rodgers and Manzeil specific skill sets/ratings come into play (AWR/pass accuracy), is how well it's all executed/plays out. Think of it as the QBs are different firearms, you can aim dead center with anyone of them but each one inherently has varying realities with regard to hitting the target.
There just isn't enough differentiation to the players, and tethered passing helps keep the players similar. We need more attention to accuracy and ball placement with less response from wr control imo. If I try to place a ball on a wrs outside shoulder with Rodgers, it will be on the outside shoulder. If I try it with Manziel, it might or it might not. If I try it with a kicker, Lord only knows where the ball is going. That's how it should be to me. On the other side, the better wrs will get open due to ratings, but they can't magically change their routes to make up for crappy passes.

Other factors need to have a bigger impact too. Accuracy drops a little if Rodgers is hit as he throws and Manziels chances of completing as pass as he's hit should be much lower. Rolling out to your left with righties, same thing.

User control should play a roll, it just should be a lot harder with Tolzien than Rodgers that's all. I would like to see it so that if Rodgers goes down, I know with Tolzien I'm going to need a great game from me the user. Bad mechanics, pressure or just trying to hit tight windows will do me in when I can get away with it using Rodgers.

I don't care if a user puts up record numbers with Manziel as long as it's something really difficult to do. That's really the problem to me.

With Madden, it doesn't matter near enough if I'm throwing on the run, across my body or getting hit or standing in a clean pocket. The ball is tethered to the wr and placement means minimal. So say I do throw it behind my guy, I can take control of a wr, stop on a dime and make a catch anyways.

Tethered passing is for easy pick up and play and its the worst for differentiating players no matter what their ratings are. Route based passing is a must. Let's hope these new controls at least do a really good job of RBP.
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Old 05-19-2015, 03:14 PM   #475
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Great posts these last couple pages.

I like the idea of gamers being given more options on how they can play their game.
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Old 05-19-2015, 03:37 PM   #476
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

@KJ, I agree with all that in relation to Madden's issues with differentiating player performance but in the post you quoted I was just referring to User control in relation to in-game player's capabilities in general. Some people seem to equate User control with the ability to manually override any and every aspect of an in-game player vs the challenge of utilizing their aspects. It's like saying in Street Fighter whoever I choose shouldn't matter, I should be able to do every move and combo available in the game, if I have the sticks skills to pull them off, that completely defeats the purpose of having different characters with different aspects.

That said, even though I disagree with that POV, I'm all for an option to allow those that want to play that way to do so.
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Old 05-19-2015, 03:37 PM   #477
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Connected Franchise: "as well as all-new dynamic goals throughout each game."


I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play .
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Old 05-19-2015, 03:54 PM   #478
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Connected Franchise: "as well as all-new dynamic goals throughout each game."


I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play .
actually i think thats what they called them last year too, dynamic goals....... that sucked and still suck
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Old 05-19-2015, 03:55 PM   #479
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by Reejer
Connected Franchise: "as well as all-new dynamic goals throughout each game."


I hope that this feature isn't cheesy. It sounds like it could be a bit too arcade. I hope that you don't earn a key for every completion or something similar. All I can picture is coins shooting out of the top of the QB's helmet after a big play .
Imo it's cheesy on it's face, the notion of "goals"/stats/accomplishments being anything other than a factor for contracts, team interest and awards for a player is not realistic, period. Seems as if Looman is doubling down or tripling at this point, with this stuff in CFM, smh.

This stuff can have its' place, imo, like I mentioned, they could tie this stuff into player marketability in CFM, with respect to contract demands, offers, trade value, team interest, etc, yearly awards and accolades, even playing time, things along those realistic lines but completely separate from their in-game skill development. They would still have these Xp systems in place, for Users to interact with if they choose, they would just be tied to more applicable realistic elements.

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Old 05-19-2015, 04:07 PM   #480
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by Big FN Deal
@KJ, I agree with all that in relation to Madden's issues with differentiating player performance but in the post you quoted I was just referring to User control in relation to in-game player's capabilities in general. Some people seem to equate User control with the ability to manually override any and every aspect of an in-game player vs the challenge of utilizing their aspects. It's like saying in Street Fighter whoever I choose shouldn't matter, I should be able to do every move and combo available in the game, if I have the sticks skills to pull them off, that completely defeats the purpose of having different characters with different aspects.

That said, even though I disagree with that POV, I'm all for an option to allow those that want to play that way to do so.
I agree. I guess I quoted you more to show I was commenting on this train of thought vs agreeing or disagreeing with you.

I'd like to see qb play in madden something like pitching in the Show, where user control allows you to pick a corner of the strike zone, but ratings determine how well you hit your spot. Not necessarily remove user control, just put more using the qb and a lot less on usering the intended wrs.

Options are great but I'm not sure how that would work in this case. Going from tethered passing to route based passing would involve changing the wrs responsiveness, as well as the ball trajectories. Basically the entire passing game. It's really an either or to me and they've already said these new controls are just a layer on the existing system so I don't think it'll be the route based I'm hoping for but that's what I'd like to see.
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