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Madden NFL 18 Gameplay Changes - What Do You Want to See?

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Old 04-24-2017, 02:46 PM   #153
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

Quote:
Originally Posted by BreakingBad2013
After playing WR irl, I don't think really there's a "choice" I think the ball location, route, and defender eliminates the choice and you would do what the situations provided. If you're getting a fade route, you're not thinking " well should I run after I catch it, should I try to out jump this guy for a one handed catch, or should I just fall. You would do what the opportunity presents, you don't have time to go through 3 choices lol.



Same with if you're running a drag, to an open side of the field, say it's wide open but the pass is innacurate. You can't just say I wanna run after this catch, and trigger your body to adjust to the ball in .3 seconds and run after the catch, you may have to make a leaping grab that you didn't want to because the situation wasn't ideal. Also "RAC" catches, should be dropped a lot more in the game, because we know the line "well he was focused on running instead of securing the ball"



Yes, these are types of catches made in the NFL, but I believe 99% of catches are simply based on location of the ball, location of the field, route run, situation of game, defenders, etc. Therefore not giving you a "choice" every single play, but a reaction to all elements involved. And that's how it should be coded.


Yeah, I'm not saying they make choices like a QB going through his reads, it's more of a snap/subconscious choice, however, and we've all seen some WRs have the ability to make the right choice and some don't. I want to control that decision making, I guess maybe that's the difference it comes down to. And, yes, I absolutely agree that RAC attempts should have more drop %, and here again, my choice and ratings should matter. If I have an excellent slot WR or RB that I know has good RAC, I know I can attempt RACs without much worry. But, if I have a RB with weak RAC, maybe I choose not to RAC with him, specifically. Maybe he's dropped a few RAC attempts already in the game. So, now I just let him catch the ball, then turn upfield to guarantee some yardage, or choose possession, here. For me, this can actually replicate coaching as well. If u have a RB that keeps dropping balls, specifically because he's looking upfield, u might tell him, 'just catch it'. U know? So, again, maybe it's just a level of control that I def want to have, with the ratings also affecting the outcomes. And, I want to be held accountable for the wrong choice, too. I had a playoff game that was actually close vs CPU, once, and I needed a long 3rd down conversion. The ball was thrown near the sideline, but I wasn't sure exactly how close, and I got geeked up because of a nearby DB, so I pressed the Y button and only got 1 foot in. Lol. I knew it was my fault. And, again, u see this on Sunday. Someone goes all out for a ball because of DB pressure, timing, and simply the pressure of the big game that they don't realize they're that close to the sideline. So, I guess in a 'best of both worlds,' hopefully they code well enough to allow the ratings to do what u like, but they also give me the control that I want.


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Old 04-24-2017, 10:12 PM   #154
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

We need tendencies. Would add so much variety if implemented properly.

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Old 04-24-2017, 11:20 PM   #155
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

This falls into gameplay a bit as it will require better AI -but I think we're way overdue for a real coach only mode.

Not very optimistic though
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Old 04-25-2017, 03:15 AM   #156
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

I don't user catch EXCEPT when I'm throwing a drag into wide open field 2 yards short of the marker on 3rd and I just KNOW the dumb ****'s gonna possession catch and not pick it up. There needs to be better contextual logic there.

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Old 04-25-2017, 11:14 AM   #157
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

Quote:
Originally Posted by adembroski
I don't user catch EXCEPT when I'm throwing a drag into wide open field 2 yards short of the marker on 3rd and I just KNOW the dumb ****'s gonna possession catch and not pick it up. There needs to be better contextual logic there.

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I only use it on fades in the back of the endzone. And that's to cut down on picks.

I do know exactly what your saying, but I've found success and stupid, no yardage failure greatly depends on WR and QB ratings. Which is good and bad I guess. Maybe a low pass or a WR drop would be better for low rated guys. Idk

I also totally agree with what Breaking Bad said about RAC catches. Should be more dropped passes. Happens Alot IRL. Have a rating or trait for that as well.



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Old 04-25-2017, 02:01 PM   #158
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

More changes the Madden team should implement:

In CFM, remove the ability to increase the player attributes for Speed, Acceleration, Agility, and Jumping. Players don't increase in these areas, if anything they are at their peak at the start of their career and through their prime, and then decline later in their careers or due to injury. In our CFM, a user increased speed for Ezekiel Elliot to a 99. This is laughable and ridiculous to defend. Commissioners should be given the ability to at least turn off which attributes can be improved by XP.

Also, in regards to the AWR rating, there should be a risk in having defenders with low AWR on the field. For example, defenders with low AWR should become confused or miss assignments when users are calling multiple audibles/hot routes on Defense. They should also commit more penalties, such as Pass Interference. AWR could also affect offensive players in the same way.

Practicing within CFM should have more of an impact on our CFM teams. Logging practices could help players learn the playbook better and increase confidence, AWR, PRC, other ratings, and XP in a minor way. Perhaps a QB with low AWR would be unable to access certain plays in the playbook or run them effectively during a game because of his low AWR and lack of practice.

Because each Madden user is a head coach, being a head coach in the game should be a primary focus. We should be able to fully customize and upgrade our CFM head coach, from his looks/appearance, the type of playcaller he is, personality (with communication style - hard nosed, laid back, with celebrations), apply gear and accessories, unlock celebrations or positive and negative reactions.

It would also be great to see a Universal Profile (Similar to The Show 17 and what we used to have with Madden on the PS2) with full stat tracking. This universal profile could be housed in an environment that's in a coaches office, locker room, or a basement (haha). This could also be customizable and decked out with trophies earned from MVP's, ROY's, other player awards to Lombardi's of course, unlockable furniture, HOF Busts, taxidermy (haha), etc. Other users in our CFM and our friend's list could view our coach and his "trophy room". This would immensely add to the competitive nature of the game and its replay value, especially if playing other game modes provided XP to unlock certain awards, gear, and accessories. Other sports and shooter games have implemented similar models that have worked well, so Madden could also include their own version of it.
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Old 04-25-2017, 03:38 PM   #159
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

I would like to be able to scheme my entire offense around my personnel. Defensively the game does this better than offense. Let me give you an example. For the sake of the example, suppose the Buffalo Bills take OJ Howard on Thursday or even Njoku. I look at that and immediately I'm saying 12 personnel all day long. My opponent can only run zone against me. Run Man and I'm eating your linebackers alive with Clay and Howard/NJoku, plus you gotta deal with T-Mobile's legs. Run Match up zone and Howard and Clay should be a problem for your linebackers, and if Mobile gets a crease I'm taking it. The game does not let me make you respect T-Mobile's legs and I get it, scrambling has been a problem in this game. But you have to bring it as a threat in some way if the personnel dictates it. Also, the Option.

Please get rid of the game auto defending the option so that users don't have to worry about it. If the personnel dictates it the user has to worry about it with this specific team.

Lastly, I hate the idea of a "meta" in any game and to me it's especially egregious for a football game or any sports game. And this is what Madden has right now and it takes the fun out of it. Prepare and plan for everybody the same way because everyone runs the same few plays. Open the game up but make sure defenses also have the tools, coverages and alignments to be successful.

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Old 04-25-2017, 03:44 PM   #160
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Re: Madden NFL 18 Gameplay Changes - What Do You Want to See?

Quote:
Originally Posted by adembroski
I don't user catch EXCEPT when I'm throwing a drag into wide open field 2 yards short of the marker on 3rd and I just KNOW the dumb ****'s gonna possession catch and not pick it up. There needs to be better contextual logic there.

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Speaking of contextual logic, I should never see a Flanker on a well blocked flanker screen possession catch the football and fall on the ground when there is nothing but green on the outside. Also I think the spin catch animation on swing passes out of the backfield and the spin on pitches in the option game need to be completely eliminated from the game. The only purpose is to stop you from getting yards when someone has aligned their defense poorly or called a bad coverage.
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