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Madden 2010 News Post
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Madden NFL 10 Videos
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# 62
jeffglisson @ 12/04/09 09:58 AM
Yeah i think the guy saying he did and got all those crazy numbers is just wrong.
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# 66
CreatineKasey @ 12/04/09 10:02 AM
Has anyone actually played games yet? How has the adjusted ball trajectory affected interception levels in games? Does the ball usually come out more parallel with the field instead of looping in the air? Have you completed more passes while being hit?
Do any of you guys actually have definitive proof and examples of any pursuit logic and not just saying "it rox' or "it suxxx"?
Notice injuries being turned down?
Has anyone run a cover 1 or cover 3 maybe in practice mode and ran swings against flat routes that used to torch LB's 100% of the time? There's those angle routes that caused defenders to get sucked in. The regular swing pass was defended fairly well.
Do any of you guys actually have definitive proof and examples of any pursuit logic and not just saying "it rox' or "it suxxx"?
Notice injuries being turned down?
Has anyone run a cover 1 or cover 3 maybe in practice mode and ran swings against flat routes that used to torch LB's 100% of the time? There's those angle routes that caused defenders to get sucked in. The regular swing pass was defended fairly well.
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Hope its clear now.
# 68
CreatineKasey @ 12/04/09 10:10 AM
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# 69
ChicagoChris @ 12/04/09 10:18 AM
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# 70
mr_president @ 12/04/09 10:20 AM
1.any comments on the suction blocking?? especially at the line of scrimmage?
2.have they reduced the amount of times the refs get together??
3. have they extended the plays..meaning, are the end of plays still interupted by cut scenes or can you now see every play thru to the end??
2.have they reduced the amount of times the refs get together??
3. have they extended the plays..meaning, are the end of plays still interupted by cut scenes or can you now see every play thru to the end??
# 71
tribefanisu2003 @ 12/04/09 10:23 AM
I know this is kind of picky, and that gameplay and stat issues are more important. But...
To put those Seahawks jerseys in and not the Browns' brown pants just isn't right. The Browns announced before the season even started that they would be wearing brown pants in all their road games this year. So, really, it probably should have been in the first patch.
Again, I know it's picky. But they've been touting all year how there are so many details in the game, like towels, hand warmers, and Super Bowl patches. Accurate uniforms, that we knew before the season started would be worn, should be ahead of those things, imo.
To put those Seahawks jerseys in and not the Browns' brown pants just isn't right. The Browns announced before the season even started that they would be wearing brown pants in all their road games this year. So, really, it probably should have been in the first patch.
Again, I know it's picky. But they've been touting all year how there are so many details in the game, like towels, hand warmers, and Super Bowl patches. Accurate uniforms, that we knew before the season started would be worn, should be ahead of those things, imo.
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Hopefully it has gotten better.
I'm simming a season on default All-Pro. The only changes I made, which I'm not sure will even matter, is setting the quarter length to 15 and the run-off to 20 seconds.
I reset everything to default including substitution settings, and penalties. I guess we'll see if this matters when simming.
I have faith in the development team simply based on the fact of how solid Head Coach '09 was. I'm not blind to the fact that this is a different animal, but geez, I'm really hoping this sort of regression is not true.
I reset everything to default including substitution settings, and penalties. I guess we'll see if this matters when simming.
I have faith in the development team simply based on the fact of how solid Head Coach '09 was. I'm not blind to the fact that this is a different animal, but geez, I'm really hoping this sort of regression is not true.
Also, it would be cool if console games allowed for the user to predetermine the stat output like OOTP does. You could then say what the avg rushing totals for a season should be along with the yardage, TD's by a RB, and many other stats. Actually, I think OOTP does it for TOTALS in a season, so total TD's scored on the ground in the NFL, etc.
It would basically be a way of predeterming a simulated season without having to know the results right away.
It would basically be a way of predeterming a simulated season without having to know the results right away.
# 75
golddawg125 @ 12/04/09 10:36 AM
First off i would like to say i am ashamed off u people. First u complain about the patch taking to long and then when it comes out you get on there backs cuz its not up to your standards. Second i am going to college for video games design and i have made games before and it is extremely difficult especialy with people nit picking about everything.
I saw some more on the "bad" side, but still livable in my opinion. Passing stats look fine. Rushing stats:
25 over 1,000 yards
2 over 2,000 yards (not impossible)
What really stands out the most are the averages per carry. Way too high! I think that would have alleviated the problems with rushing if those were held in check.
25 over 1,000 yards
2 over 2,000 yards (not impossible)
What really stands out the most are the averages per carry. Way too high! I think that would have alleviated the problems with rushing if those were held in check.
I assume you can delete this patch if you prefer the last version? It sounds like in trying to fix some things (mainly simulated statistics) they went overboard. Given the choice I'd rather have the slightly low rushing TD's and slightly high pass TD's then the annual 2000+ yard rushers. Rushers rarely (I believe only 5 times) hit 2000 yards but passing TD's get higher and higher almost yearly considering Brady and Manning each broke the pass TD record within the last 5 years.
My god can someone explain the gameplay differences. It seems like some of you all you care about is the franchise stats. We have close to 8 or 9 pages of just states. Where is the break down on how it fixes the part of the game you actually play???
I mean come on.
Flats, Drags, Curls, etc are they all able to be completed as easy as before because of the zone depth?
Deep routes are they easier to complete when you have the right match up?
Line blocking is it better?
Someone give a good break down on the true gameplay.
I mean come on.
Flats, Drags, Curls, etc are they all able to be completed as easy as before because of the zone depth?
Deep routes are they easier to complete when you have the right match up?
Line blocking is it better?
Someone give a good break down on the true gameplay.
Holy crap, has anyone noticed pancake blocking in a simmed season? It's a thing of beauty!
After one test season:
NFL leader had 25. Here is the rest of the top ten's numbers:
2 19
3 18
4 16
5 15
6 13
7 13
8 13
9 12
10 12
I don't play Madden as much as NCAA, but in NCAA, this would mean that my guys in played games could easily compete in this category.
After one test season:
NFL leader had 25. Here is the rest of the top ten's numbers:
2 19
3 18
4 16
5 15
6 13
7 13
8 13
9 12
10 12
I don't play Madden as much as NCAA, but in NCAA, this would mean that my guys in played games could easily compete in this category.
Hmm, another blunder in simmed stats perhaps:
Not a single K had a touchback all year long. I know that's really a stupid useless thing to most, but for those working on sliders it could be important.
I for one am not posting game impressions because I'm not wasting my time playing this game if I'm not convinced the franchise mode is working properly; and that includes stats.
Not a single K had a touchback all year long. I know that's really a stupid useless thing to most, but for those working on sliders it could be important.
I for one am not posting game impressions because I'm not wasting my time playing this game if I'm not convinced the franchise mode is working properly; and that includes stats.
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