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

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Old 05-28-2017, 03:10 PM   #217
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SolidSquid
Is it the same for simmed games? Not super sim but the games on the schedule you can't play. What I mean is if I play on 6 minute quarters will the simmed stats for ALL other teams in the league reflect this or will they be simmed based on 15 minute quarters. The proble for me is I don't have time for 15 minute quarters but still want the stats in my cfm to be balanced.
Supersim is the only sim engine. The old franchise sim (StatGen) engine was last used in Madden 12, it doesn't exist anymore. What you use when you simulate in-game is the exact same engine that simulates on the front end.

The Supersim in franchise mode and in play now may be different as they pull from different tune files, but usually you just copy the XML from franchise mode over the play now version. If someone forgets to do this, they can be different, but in-game and front end within franchise should be identical.

The way it uses playbook data can vary, I think. I'm not entirely sure, but I noticed discrepancies when I was tuning it between in-game and front end play calling.
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Old 05-28-2017, 03:14 PM   #218
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SageInfinite
I could be wrong, but are the high and low snaps dynamic? From what I noticed they seem to only be tied to certain plays....
They just happen at random in shotgun formations. I can't say whether or not ratings play into it, I never asked. It's kinda like receivers slipping in rain, it just happens now and then.
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Old 05-28-2017, 03:16 PM   #219
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SageInfinite
I could be wrong, but are the high and low snaps dynamic? From what I noticed they seem to only be tied to certain plays....

I don't think they are. I think they were implemented as part of the handoff animations they redid because, like you mentioned, I want to say I've only seen them on inside draw plays and don't remember ever seeing one on a pass play but I could be wrong and just never noticed.
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Old 05-28-2017, 03:35 PM   #220
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by Americas Team
And to add to your list Qb's are WAY too accurate on deep passes, 99% of the time they are perfectly thrown, the receivers don't even have to adjust.
This is because accuracy is measured against a target on the field, not on launch point. If you think of a gunshot, the line drawn directly from the barrel into infinity, you might be off center by an inch at 20 yards but that inaccuracy is compounded the longer range you measure it at. Madden says, the throw is off by, whatever, 2.5 yards, and it'll be off by 2.5 yards no matter how far it's being thrown.

What the game should do is determine how accuracy the launch point is and calculate the landing point from there. Then passes will have natural and realistic inaccuracies based on their range.
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Old 05-28-2017, 05:23 PM   #221
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by adembroski
This is because accuracy is measured against a target on the field, not on launch point. If you think of a gunshot, the line drawn directly from the barrel into infinity, you might be off center by an inch at 20 yards but that inaccuracy is compounded the longer range you measure it at. Madden says, the throw is off by, whatever, 2.5 yards, and it'll be off by 2.5 yards no matter how far it's being thrown.

What the game should do is determine how accuracy the launch point is and calculate the landing point from there. Then passes will have natural and realistic inaccuracies based on their range.

I know theyve said "misses arent fun". Adembroski do you see misses becoming more prevelant through the simulation mode that they are incorporating into madden 18? Personally im tired of taking brett hundley and moving the ball just as effectively as if it were Aaron Rodgers.
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Old 05-28-2017, 05:28 PM   #222
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

I truly hope on simulation they get kicking back to OTB Madden 17

It was great.

They ruined it for offline players patching it for online players.


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Old 05-28-2017, 06:23 PM   #223
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by SyncereBlackout
Out of curiosity.

In the scenario you suggested, would the animation cause the outside route be open? Would your press be less effective or completely ineffective (For hypothetical example, since you altered a 50/50 dice roll (basic press/ no press) with a 1/4 roll?*



*numbers are for illustrative purposes only.
The post you quoted was wrong in saying there is only a win/lose outcome. There is something of a neutral outcome, or it could be called a slight win for the defense because the WR is forced to alter their path, but they still get off the line pretty quickly.

The problem with outcomes is that win/lose animations are too frequent and too one sided. The normal DB win animation is the type of animation where a guy like Madden or Collinsworth in a broadcast would bring special attention to it and would comment "look how this DB is just manhandling the WR." On the flipside the WR win tends to make the DB look ridiculous. You watch it in game and you can almost hear Chris Berman yelling "whoomp!"

There needs to be many more press animations, and the majority of times it should only be modest outcomes.

By far the biggest flaw is poor AI. To put it bluntly the AI in Madden is inexcusable in 2017.
Story time on why I lost interest in last year's Madden quicker than I expected:
Spoiler


Ideally we would have adaptive AI to remedy this situation, but I think we are a long way off from Madden having that. At the very least they need to address defensive gameplans because aside from adding plays here and there, that entire feature hasn't been touched since it was introduced. There are basically only 3 gameplans in the game: Rex Ryan's man blitzes, Dick LeBeau's zone blitz scheme, and a cover 3 heavy generic scheme. Seriously guys, boot up Madden and scroll through the different teams. And the AI doesn't give a damn about personnel or who they are playing, if the gameplan says they call cover 1 press 20% of the time, that is what they are going to do, matchups be damned.

Something needs to be done.

Edit: Other factor in this problem relates to pockets and accuracy. In real life most QBs need a clean pocket to complete the deep ball, in Madden you are either a second away from getting sacked or have a clean pocket. So it is not so much that the passes are too accurate, but that the situation is unrealistically conductive for deep passes.

Edit2: Beginning of this play perfectly shows the gameplay issues with press: https://www.youtube.com/watch?v=9pkPZoNaDsk

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Old 05-28-2017, 10:31 PM   #224
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Quote:
Originally Posted by ggsimmonds
The post you quoted was wrong in saying there is only a win/lose outcome. There is something of a neutral outcome, or it could be called a slight win for the defense because the WR is forced to alter their path, but they still get off the line pretty quickly.

The problem with outcomes is that win/lose animations are too frequent and too one sided. The normal DB win animation is the type of animation where a guy like Madden or Collinsworth in a broadcast would bring special attention to it and would comment "look how this DB is just manhandling the WR." On the flipside the WR win tends to make the DB look ridiculous. You watch it in game and you can almost hear Chris Berman yelling "whoomp!"

There needs to be many more press animations, and the majority of times it should only be modest outcomes.

By far the biggest flaw is poor AI. To put it bluntly the AI in Madden is inexcusable in 2017.
Story time on why I lost interest in last year's Madden quicker than I expected:
Spoiler


Ideally we would have adaptive AI to remedy this situation, but I think we are a long way off from Madden having that. At the very least they need to address defensive gameplans because aside from adding plays here and there, that entire feature hasn't been touched since it was introduced. There are basically only 3 gameplans in the game: Rex Ryan's man blitzes, Dick LeBeau's zone blitz scheme, and a cover 3 heavy generic scheme. Seriously guys, boot up Madden and scroll through the different teams. And the AI doesn't give a damn about personnel or who they are playing, if the gameplan says they call cover 1 press 20% of the time, that is what they are going to do, matchups be damned.

Something needs to be done.

Edit: Other factor in this problem relates to pockets and accuracy. In real life most QBs need a clean pocket to complete the deep ball, in Madden you are either a second away from getting sacked or have a clean pocket. So it is not so much that the passes are too accurate, but that the situation is unrealistically conductive for deep passes.

Edit2: Beginning of this play perfectly shows the gameplay issues with press: https://www.youtube.com/watch?v=9pkPZoNaDsk


Ok take this for what it is..based solely on what I was taught in D3 football at this position..not high level so not claiming to be anything more then that

The Corner jams on slot receiver allows free release to the inside..this is a no no on a high school level..the boundary is ur friend in this position..what I was always taught was jam to nearest boundary (if u lose give them the boundary) and take the inside leverage.

Now players make mistakes but this goes back to what others have said, this game needs more "animations" of losing, winning, or somewhere in between.

there also needs to be different types of jams as stated before, basics being: one handed jams/or jab to inside/outside, there is full jams used mostly in Cover 2, then press and bail made famous by Seattle in Cover 3..this can also be used when u have smaller faster corners on larger Receivers to disrupt short routes.

the other issue I have noticed is people/gamers except and the game depicts a "good jam" as the WR is just "stuck" at the LOS..when in reality (again what I was taught) is a good jam is disrupting the timing of the route without losing position

One last thing..there also needs to be more jams (which can cause a penalty) there is only one animation, the corner jams..and rides the receiver whiling holding the inside shoulder..the game needs more..in everyday "DB life" there is SO much holding and needs to be in the game


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