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Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Old 05-18-2016, 08:58 PM   #65
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

This was an interesting read up until the point where the phrase "tackle battles" occurs. At that point, I laughed.

I wonder what demographic of football fan/gamer picks up a football game and says: "Hey, what I need is a button to mash while my player is getting tackled. That would be SO much more gratifying than simply watching a well-animated tackle!"

Maybe others are more into that kind of thing than I am; I'm sure they have analytics on this stuff. For my money, I'd like to be able to turn this stuff off.
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Old 05-18-2016, 08:59 PM   #66
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Originally Posted by Steve_OS
Just received word that Tackle Battle is on all difficulty levels and can NOT be turned off.

But don't knock it, til you try it. Looking forward to seeing it in action.
No No No EA! I'm not saying the tackle battle is a bad idea (need to see it in action 1st), but never implement on screen queues without giving us an option to turn it off. EA should know this by now. It'll be a huge mistake if they don't at least give us an option to turn off the on screen pop ups. I personally don't want any assists, on screen pop ups, clutter, etc.. on my screen when playing. EA needs to reconsider this.
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Old 05-18-2016, 09:05 PM   #67
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

I hope that the initial roster consist of very few players with "Elite" level ratings, as well as Draft Classes generating close to "90's" also.

This will make such players special and difficult to come by.

I am so glad that "Stamina" is linked to a "tiered" animation set.


My biggest concern is still "player size-to-field size ratio" the current cameras force us to play from.

It makes everything happen in a vacuum and allows at most 2 juke attempts before multiple tacklers from the back/opposite side are on you.
- just want space to actually use such special moves, but still have room to "run after the move set" is used.

Can't wait!!!
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Old 05-18-2016, 09:09 PM   #68
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

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Originally Posted by RexDEAFootball
We've been doing this for 3 years now. WR icons last year, tackle and off the line mechanics the year before that.
Great direction Rex keep up the good work ! As long as we keep getting real football concepts . I can't wait to hear the sim standard Thursday rex call in again . In Rex we trust (simulation football)!
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Old 05-18-2016, 09:14 PM   #69
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

Quote:
Originally Posted by khaliib
I hope that the initial roster consist of very few players with "Elite" level ratings, as well as Draft Classes generating close to "90's" also.

This will make such players special and difficult to come by.

I am so glad that "Stamina" is linked to a "tiered" animation set.


My biggest concern is still "player size-to-field size ratio" the current cameras force us to play from.


It makes everything happen in a vacuum and allows at most 2 juke attempts before multiple tacklers from the back/opposite side are on you.
- just want space to actually use such special moves, but still have room to "run after the move set" is used.

Can't wait!!!

Allways been a big thing for me ! When the players ratings and hopefully now the new tier system are spreaded out ! The gameplay should be better ! We seen Mut with teams all 99 players , then compare that with salary cap mode and the elite stand out in salary cap mode way more !
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Old 05-18-2016, 09:20 PM   #70
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

Quote:
Originally Posted by RexDEAFootball
We've been doing this for 3 years now. WR icons last year, tackle and off the line mechanics the year before that.


Yeah, but even 1 quick 'A button' over a player's head during gameplay is an immersion killer for many (simheads). Can u maybe clarify here, can we 'turn off' the visual cue for this similar to the way we can turn off the 'defense jump snap finesse/power move cue'? Like, when we select 'No visual feedback', is this included in that?

As an aside, I am a huge fan of the work you've done as madden 16 was by far and away the best madden in terms of gameplay, and you've completely turned this franchise around, in my opinion. Thank you for your dedication to a quality football game.
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Old 05-18-2016, 09:36 PM   #71
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

The one thing that concerns me do to it not being mentioned as it relates to ball carriers, is ball carrier "Player/Tackle" avoidance.

Maybe with the Cut-Back defender having a role, the AI Ball Carriers will look to "avoid" and/or "run to open field" rather than just running into a tacklers path so all these new move features will/can be triggered.
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Old 05-18-2016, 09:55 PM   #72
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Re: Madden NFL 17 Ball Carrier Special Moves, Fakeout Interaction System & Much More

Quote:
Originally Posted by JKSportsGamer1984
No No No EA! I'm not saying the tackle battle is a bad idea (need to see it in action 1st), but never implement on screen queues without giving us an option to turn it off. EA should know this by now. It'll be a huge mistake if they don't at least give us an option to turn off the on screen pop ups. I personally don't want any assists, on screen pop ups, clutter, etc.. on my screen when playing. EA needs to reconsider this.
AGREED, Not sure why they gotta force things like that on us.Just curious, was that something people was asking for?

Also , i just want to point this out , sometimes people wonder why people here arent really all that trusting what is said ... here is why :

"When timing the special moves correctly, users can see and feel the power of new multi-player fakeout animations, with nearly a thousand possible outcomes." - I know none of us are going to count them , and they know that, but somehow , i dont see it being that many possible different "outcomes" .

Lets not try to use large numbers to impress.What to impress us? Show it in gameplay, in the final product.
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