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Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Old 05-15-2017, 09:59 AM   #57
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Yeah, I could see simulation giving a +1-2 point(s) boost for user control, but maybe comp gives it +5 or something. Rex has said on twitter more ints in comp mode that open ints simply won't be dropped. Because, u would think, at the end of the day, ratings should matter everywhere, and user control should matter as well. I gotta think it's a points based type deal giving a different factor of help to the dice roll kind of thing. Because, even in sim as a sim guy, I also want my controls to matter some, so I could see something like I said, above. A few points for sim (as I don't think it will be zero) and more points added to catch rating during catch in comp mode, maybe. And, as much of a sim guy as I am, I may actually look at comp mode (even vs CPU in franchise), because I like the idea of user control helping, but I'd like to know the exact amount of boost. Totally onboard with them adding these levels. And, I didn't even see 'comp', we've always discussed arcade vs sim, but with esports and whatnot, this is a great addition. I've heard they will tune these separately, as well (which, I would hope they do), so that's a cool addition to really fine tune the game to everyone's liking. Hopefully, they get the tuning correct. Lol.


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Old 05-15-2017, 10:28 AM   #58
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Quote:
Originally Posted by OhMrHanky
Yeah, I could see simulation giving a +1-2 point(s) boost for user control, but maybe comp gives it +5 or something. Rex has said on twitter more ints in comp mode that open ints simply won't be dropped. Because, u would think, at the end of the day, ratings should matter everywhere, and user control should matter as well. I gotta think it's a points based type deal giving a different factor of help to the dice roll kind of thing. Because, even in sim as a sim guy, I also want my controls to matter some, so I could see something like I said, above. A few points for sim (as I don't think it will be zero) and more points added to catch rating during catch in comp mode, maybe. And, as much of a sim guy as I am, I may actually look at comp mode (even vs CPU in franchise), because I like the idea of user control helping, but I'd like to know the exact amount of boost. Totally onboard with them adding these levels. And, I didn't even see 'comp', we've always discussed arcade vs sim, but with esports and whatnot, this is a great addition. I've heard they will tune these separately, as well (which, I would hope they do), so that's a cool addition to really fine tune the game to everyone's liking. Hopefully, they get the tuning correct. Lol.


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Yeah , im with you on this. I dont really see how , even in comp mode, you just have guys never drop catches or ints either one. If so then your team could just be anyone , any bum in game and they play like randy moss or deion sanders. That dont seem to make total sense imo, but i can see what your saying as the case, they get + 5 or something boost to all their attributes in comp mode or something.

Im also with you on the Sim thing as well. To me , who ever im usering , im their brains/awareness, im their PRC and other things as well. Outside of that, i am cool with them playing according to their attributes, but honestly it dont feel like they do now to me. I see numerous guys in leagues using 68 overall guys, and even letting the cpu control them and they making plays like a star and leading league in areas.Its kinda crazy, Still dont see oline playing any different really either. Atttributes have to really matter.Otherwise "building" players up with xp is really pointless and just something to consume time.Id really like to see attributes matter in 18 for every single position.The one guy i user, i override his awareness and PRC,outside of that the rest should go based on attributes.
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Old 05-15-2017, 10:31 AM   #59
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by CM Hooe

" the new RB moves from M17"

Im just curious here, what were the new moves for hbs in 17? Do you mean the "quick juke,quick truck, quick spins"? Outside of that i dont recall much new about running back moves . Maybe i missed something. Or maybe thats what your referring to , using the quick moves makes defenders miss .
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Old 05-15-2017, 10:50 AM   #60
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by howboutdat
Im just curious here, what were the new moves for hbs in 17? Do you mean the "quick juke,quick truck, quick spins"? Outside of that i dont recall much new about running back moves . Maybe i missed something. Or maybe thats what your referring to , using the quick moves makes defenders miss .
https://www.easports.com/madden-nfl/...-special-moves
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Old 05-15-2017, 10:53 AM   #61
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

I hope Arcade and Sim aren't simply masking Rookie vs All-Pro on recent Maddens. Meaning if you select Arcade, you're playing on Rookie, etc. I hope there is an obvious difference in the two styles.
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Old 05-15-2017, 11:11 AM   #62
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

From what I'm seeing for each mode you can still adjust the skill level. I was afraid if I choose simulation I would be stuck with Pro or All-Pro. It looks like I can put it on Simulation and crank it up to All-Madden which we would be a great thing for me. I have yet to play a Madden game where All-Pro resulted in a challenge for me personally.
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Old 05-15-2017, 11:12 AM   #63
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

When asked how noticeably different are these modes? Is it just sliders? Rex tweeted

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Old 05-15-2017, 11:16 AM   #64
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by ehh
I hope Arcade and Sim aren't simply masking Rookie vs All-Pro on recent Maddens. Meaning if you select Arcade, you're playing on Rookie, etc. I hope there is an obvious difference in the two styles.
Quote:
Originally Posted by Jarodd21
From what I'm seeing for each mode you can still adjust the skill level. I was afraid if I choose simulation I would be stuck with Pro or All-Pro. It looks like I can put it on Simulation and crank it up to All-Madden which we would be a great thing for me. I have yet to play a Madden game where All-Pro resulted in a challenge for me personally.
Yeah, in that tweet above, Rex said that he was playing on competitive style with all pro difficulty, so it seems clear that the different styles are not just replacements for difficulty levels.
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