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What Should Happen in Madden's Passing Game

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Old 02-22-2016, 07:55 PM   #25
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Re: What Should Happen in Madden's Passing Game

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Originally Posted by roadman
I don't think you would be saying that if it was you that lost the 25 grand on a dice roll on the last play of the game. Tourney players want nothing of that.

And this is absolutely the reason why there are no bad snaps in Madden.
25k is not worth having Madden more arcade. You can say why go to a NFL game when you can save money and go to a arena football game.
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Old 02-22-2016, 08:09 PM   #26
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Re: What Should Happen in Madden's Passing Game

I want Madden to be sim as well, but if I was playing for $25K and had a chance to win, I'm not walking away from it.

Going to a pro vs arena game is apples to oranges to 25K, sorry.

And the topic is starting to drift off topic. It should go back to discussing the article.

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Old 02-22-2016, 08:21 PM   #27
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Re: What Should Happen in Madden's Passing Game

While it still needs to be refined further, I feel like the addition of working penalty sliders allowed for a pretty solid win-win this year. Solo CFM players were able to have a realistic number of penalties, while online was tuned to not have non-User created flags. A minority of H2H players were upset about penalties being lacking in their online games, but something has to give in these situation.

I'm hopeful that all the sliders will be further improved to allow the franchise player to tune the game to a more authentic experience. As has been discussed, the man-hours necessary to implement some of these changes will be the deciding factor on how many of these kinds of improvements we'll see.
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Old 02-22-2016, 08:36 PM   #28
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Re: What Should Happen in Madden's Passing Game

Simple fix for the the online players.

Arcade mode on/off

Online can have no injury's, stamina, penalty's.

I work for the Packers in IT and I am the one that setups up Madden in the game room for the players. Not one player wants the game arcade. They all want Sim.
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Old 02-22-2016, 08:39 PM   #29
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I would be ok with a lot of that stuff, but fumbling snaps and stumbling on the snaps would become irritating only because you have no control over that.. yea i want as much of a sim aspect as possible, but i also want total control. Like if there is a control for snaps other than hiking and like a control for the catch and drop back and if you mistimed it, then there are consequences then i would be ok with that.
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Old 02-22-2016, 08:42 PM   #30
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Re: What Should Happen in Madden's Passing Game

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Originally Posted by CM Hooe
Foremost, let me be clear and say I'm firmly in the "sim" bucket of players and would be cool with seeing all these changes. That said, let me present a counterpoint:



You are a professional Madden player (yes, they exist; I was surprised to learn this too). You are playing in the finals of the Madden Challenge with your Ultimate Team against some other highly-ranked Madden player. You have 4th and goal on your opponent's goal line with four seconds left, needing a touchdown to win the game. You call a draw play out of a shotgun spread formation (for whatever reason, the play call isn't the important part here). When you go to snap the ball, the center sails the ball over your QB's head. Your QB recovers the ball, but is promptly tackled. Your opponent wins the Madden Challenge and the $25,000 prize, the game ultimately decided on essentially a dice roll.



This is the sort of play tournament players absolutely to not want in the game. Could it happen in real football? Absolutely. In a competitive video gaming environment where user skill is the preferred arbiter of success? This sort of randomness is absolutely detrimental to that experience.



Heck, the tourney guys don't even really like wide-open incomplete passes; their feeling is that, as long as they make the right read, if the guy is open, they should complete the pass. From their perspective where user skill should trump all, is their opinion wrong? I don't think so. I also don't think it's proper to just tell these players to "deal with it", given that they are just as large and vital a part of Madden's audience as the sim players are. We're not more important than them, and they aren't more important than us.

I think you make a good point, by I fundamentally disagree with this. I do think you are right, that a tourney player wouldn't want this in the game, BUT we are talking about making a football simulation. If you don't want your qb to fumble the snap with :02 left, don't use a qb with low awareness. There is a reason good teams are good in the NFL, and I feel it should be for the same reasons in madden. If I use a good team, and you use a good team, the better coach(user) should win 9/10 times. Biggest problem I've seen a lot of guys have is because a guy can take a team with speed skill players and exploit the game. I'd much rather have to beat someone on Witt rather than exploiting the game, which I feel this passing model would help a lot with. It would be a huge step towards more of a football simulation, instead of just a video game.

In all honesty, EA could easily make two madden football games. One for arcade/tourney players and one strictly dedicated to a football simulation. This would be the only way to cater to everyone at this point, IMO.


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Old 02-22-2016, 08:43 PM   #31
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Re: What Should Happen in Madden's Passing Game

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Originally Posted by IdleRace
Simple fix for the the online players.

Arcade mode on/off

Online can have no injury's, stamina, penalty's.

I work for the Packers in IT and I am the one that setups up Madden in the game room for the players. Not one player wants the game arcade. They all want Sim.
If I was a NFL pro football player, I would want the football game play out like I do too.

And for reasons listed above by CM Hooe and jfsolo, that is probably why we haven't seen a sim/arcade mode.

It's been a subject over the last few years with no answers until CM Hooe provided one above from another EA developer.

Last edited by roadman; 02-22-2016 at 08:47 PM.
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Old 02-22-2016, 08:46 PM   #32
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Re: What Should Happen in Madden's Passing Game

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Originally Posted by Cajungodfather
I think you make a good point, by I fundamentally disagree with this. I do think you are right, that a tourney player wouldn't want this in the game, BUT we are talking about making a football simulation. If you don't want your qb to fumble the snap with :02 left, don't use a qb with low awareness. There is a reason good teams are good in the NFL, and I feel it should be for the same reasons in madden. If I use a good team, and you use a good team, the better coach(user) should win 9/10 times. Biggest problem I've seen a lot of guys have is because a guy can take a team with speed skill players and exploit the game. I'd much rather have to beat someone on Witt rather than exploiting the game, which I feel this passing model would help a lot with. It would be a huge step towards more of a football simulation, instead of just a video game.

In all honesty, EA could easily make two madden football games. One for arcade/tourney players and one strictly dedicated to a football simulation. This would be the only way to cater to everyone at this point, IMO.


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It might be the only way, but probably too costly without adding more revenue on the surface.

They had two games a few years ago, but not enough sales to go around with two games.
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