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Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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Old 05-19-2016, 01:57 AM   #65
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

Alright I'm still not drinking the kool-aid until I see all this stuff actually in action and see how dynamic these things play in game. All of this stuff sounds amazing but until I see the implementation, I have a hard time buying into the hype completely.

With that said...wow...even if they are only telling half truths, I am so in, it isn't even funny. Year after year, suffering through Madden getting more and more arcade like and getting less and less authentic, it felt more like a battle of attrition than fun. Madden 16 was a really good step forward but it was built on the foundation of a game that just didn't feel like football. It now seems as if they are going all in on true to life football concepts and I couldn't be more pleased to hear it.

Now I'm not 100% pleased with the concept of some of the things that I won't go into because many others have already addressed them (like the new tackle battle system). That said I love about 90% of what I'm hearing and I seriously hope they deliver.

If Franchise at least touches on a handful of the things I've been wanting and they keep building on ideals like this, I may have a hard time complaining about Madden anymore when it seems like they are taking steps towards what we have been wanting, I can only respect that.
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Old 05-19-2016, 02:14 AM   #66
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

Quote:
Originally Posted by jpdavis82
There's a new swat coming, Rex is going to talk about it in one of the blogs

But will it work on special teams, and will it function, on any play, even when the CPU "decides" I "miss timed" the button press or am "not in position"???

Lots of reasons to be excited about M17 - I am geeking out right now, a little worried (as someone else mentioned) that they may be too quick to patch out some positives. For instance, I felt they jumped the gun on Aggressive catch tuning a little bit. I still feel like last years' patch/tuning should have been on safeties being more aggressive playing the ball and/or underneath defenders being more willing as CPU defenders and able as user defenders to get a swat attempt in...

One of the things I really miss from way back in the "legacy gen" is the poor user timing on the controller resulting is obvious "human errors". Some of which even created amazing plays that were kind of random - EX I dove way early for a pass with a WR, my opponent swatted the ball in a dive swat animation that sent the ball high the air, I then tapped the catch button as the WR got to his feet resulting in him catching the ball and being all alone to run in for a TD - A play that we watched on replay about a hundred times and saved and shared via memory card with just about everyone we knew.

I am excited by 99 percent of what we have heard, but one phrase would really get me over the top;

The "training wheels" are off!!! You press the INT button early, whoops you just got burnt, like rye toast over open flames. Hit the INT button with your back turned - you player throws his hands up and plows into the WR, yellow hanky, or worse his hands go up and he completely whiffs and the WR gets an easy catch.

I am glad they added the different catch types last year - hope the new swat is maybe two different buttons and styles ( in addition to INT attempts) but what I really want to hear in that regard is that user timing can be as important and the, IMO, dumb as rocks ball hawk- holding a button down thing- is gone from All-Madden entirely, and can be turned off in All-Pro so that the timing matters as much in pass catching/defending as it does in ball carrier moves.

Would love to see a CFM lockout menu, where the commissioner can lockout certain features - ie ball carrier move cone, ball hawk, heat seeker, kick arc display and so on...
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Old 05-19-2016, 08:00 AM   #67
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Off topic and of course gameplay is leading, but let's hope for NBA2K-like presentation
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Old 05-19-2016, 08:04 AM   #68
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

I am assuming that as there are no bobbled or "bad" snaps on special teams that they probably are not going to introduce a Long Snapping attribute? If so, 32 tight ends will be cut in week one of Franchise mode...
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Old 05-19-2016, 08:09 AM   #69
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

Quote:
Originally Posted by Cowboy008
Really interested in the new kick meter as it seems that your kicker/punter's ratings will play a big role in it.


Does no one else remember that this style of kick meter has been done in previous Maddens?? It was my favourite type of kick meter as it was slightly less automatic but it's not new...


I liked the kick meter on Backbreaker, it was like the kickmeter on M16 but you had to keep aiming through the power up (which rattled more), so if you lost concentration you could still miss.
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Old 05-19-2016, 09:15 AM   #70
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

Really excited about the ball physics and the new kicking meter. Great additions!
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Old 05-19-2016, 09:31 AM   #71
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

Quote:
Originally Posted by Trick13
But will it work on special teams, and will it function, on any play, even when the CPU "decides" I "miss timed" the button press or am "not in position"???

Lots of reasons to be excited about M17 - I am geeking out right now, a little worried (as someone else mentioned) that they may be too quick to patch out some positives. For instance, I felt they jumped the gun on Aggressive catch tuning a little bit. I still feel like last years' patch/tuning should have been on safeties being more aggressive playing the ball and/or underneath defenders being more willing as CPU defenders and able as user defenders to get a swat attempt in...

One of the things I really miss from way back in the "legacy gen" is the poor user timing on the controller resulting is obvious "human errors". Some of which even created amazing plays that were kind of random - EX I dove way early for a pass with a WR, my opponent swatted the ball in a dive swat animation that sent the ball high the air, I then tapped the catch button as the WR got to his feet resulting in him catching the ball and being all alone to run in for a TD - A play that we watched on replay about a hundred times and saved and shared via memory card with just about everyone we knew.

I am excited by 99 percent of what we have heard, but one phrase would really get me over the top;

The "training wheels" are off!!! You press the INT button early, whoops you just got burnt, like rye toast over open flames. Hit the INT button with your back turned - you player throws his hands up and plows into the WR, yellow hanky, or worse his hands go up and he completely whiffs and the WR gets an easy catch.

I am glad they added the different catch types last year - hope the new swat is maybe two different buttons and styles ( in addition to INT attempts) but what I really want to hear in that regard is that user timing can be as important and the, IMO, dumb as rocks ball hawk- holding a button down thing- is gone from All-Madden entirely, and can be turned off in All-Pro so that the timing matters as much in pass catching/defending as it does in ball carrier moves.

Would love to see a CFM lockout menu, where the commissioner can lockout certain features - ie ball carrier move cone, ball hawk, heat seeker, kick arc display and so on...
Sounding like you are wanting user control and timing to over-ride player ratings?

The aggressive catch and possession catch and RAC, for example, are just indicating what type of catch the user wants the player to try, and then ratings determine the outcome..

To make user timing when pressing an action button a dominant action, would remove the effects of attributes, at least in the way you appear to be describing the INT scenario above; that would make the game more arcade than sim.

Tackle Battle may seem like an arcade mechanic, on the surface, but I am reading into the description, as it being a "tie" breaker between 2 relatively equal players; which makes it more simulation based than a simple button mashing mode.

Last edited by 4thQtrStre5S; 05-19-2016 at 09:35 AM.
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Old 05-19-2016, 09:48 AM   #72
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Re: New Madden 17 info from GameInformer

Okay, I'm liking a lot of what I'm hearing. A lot.

Now I'm ready to see video, but I know that's a ways off still.
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