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# 121
SageInfinite @ 04/26/13 09:20 PM
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# 122
SageInfinite @ 04/26/13 09:29 PM
I just hope on next gen a majority of the jukes, start,s and stops can be tied to the left analog through an advanced locomotion system.
# 123
UMhester04 @ 04/26/13 10:49 PM
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Oh yeah definitely but still we've definitely regressed from last gen in the running category
# 124
SageInfinite @ 04/26/13 11:23 PM
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My ideal situation I can think of from what we've had so far in football gaming would be Madden on PS2's running animation and fluidity, with the precision moves of APF and 2k5 combined. IMO that would be the ultimate level of control without sacrificing the look of realism.
# 125
PRAY IV M3RCY @ 04/27/13 01:12 AM
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# 126
SageInfinite @ 04/27/13 01:15 AM
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He said, based on what he played, foot planting was universal.
As Big noted, we'll need to see and feel for ourselves in the coming months.
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Minus the RBs blowing up the defenders it actually looks good. I could definitely see some defensive foot planting. Less gliding.
I get the idea behind the "precision modifier" and the idea behind allowing higher rated players to perform better moves, but I think EA missed the boat again on the implementation.
Sometimes in life, to get where you want to go in the future, you have to recognize what you did successfully in the past.
The game is obviously capable of utilizing the user's input in terms of button presses - ie how quickly you let go of said button.
Evidently, because of EA's biggest blunder to date - moving the "sprint/turbo/acceleration burst" functionality to the R Trigger - they now have to code in the "slow down, gather feet, pre-move set up" within the regular moves and exaggerate it for "precision modifier" with a whole new button mapping.
It would have made more sense to go back to PS2 schematic of the controls, which by their very "layout", forced the user to let go or release the "sprint" in order to pull off "footwork" based moves. Yes I am aware that they are calling it acceleration, but until I see CPU players hit full speed, as though they were mashing a "sprint" button I won't believe there is any difference.
I find this confusing. It was mentioned that the stiff arm is now "button sensitive" - meaning if you tap it you will see a punch animation and when you hold it the player will then leave the arm extended and battle his way down the field trying to keep the tackler at bay. Well, is that tied at all to "precision modifier" or not? And if they can do that with stiff arm, why have an additional button press for the other moves?
Would it not be more intuitive and sensible to have all the moves tiered to the length of the button input that the user makes? We used to refer to button sensitivity, but "precision passing" works on 360's digital buttons. therefore the input the game recognizes is how long you hold the button and it has very little to do with pressure.
Example; Spin move - tap for quick open field spin, hold and release for spin off of contact. And within this system, in my opinion, you would have a great opportunity for "risk-reward" balance that respects individual attributes - holding the button too long would eventually cause a "stumble, fall, higher fumble risk" scenario.
Or how about WR/DB interaction, if "sprint" was back on A (360) or X (PS3), then in order to "user catch" (especially a "high point" jump ball situation) you would have to release the sprint to do the jump. That would naturally accomplish some semblance of "gathering" the feet to make the leap. Making the ratings a factor by having not only a on field physics effect (99 JMP player gets more vertical than a 88 JMP player) but also introduces the option to have differing "windows" on each player - in terms of the higher the rating the longer you can hold the button to get into the higher jump animations.
You can basically tune every "move" to be gauged off the type of user input and the players' ratings, meaning you try holding the hurdle too long and you might end up in a tilted position in the air where landing on your feet isn't happening, or you flat out "lose your feet" and slip and fall.
I am glad that EA is trying to make players "feel" different, but I really feel they choked on this one in terms, not of the idea, but how they are going to try to accomplish it.
Sometimes in life, to get where you want to go in the future, you have to recognize what you did successfully in the past.
The game is obviously capable of utilizing the user's input in terms of button presses - ie how quickly you let go of said button.
Evidently, because of EA's biggest blunder to date - moving the "sprint/turbo/acceleration burst" functionality to the R Trigger - they now have to code in the "slow down, gather feet, pre-move set up" within the regular moves and exaggerate it for "precision modifier" with a whole new button mapping.
It would have made more sense to go back to PS2 schematic of the controls, which by their very "layout", forced the user to let go or release the "sprint" in order to pull off "footwork" based moves. Yes I am aware that they are calling it acceleration, but until I see CPU players hit full speed, as though they were mashing a "sprint" button I won't believe there is any difference.
I find this confusing. It was mentioned that the stiff arm is now "button sensitive" - meaning if you tap it you will see a punch animation and when you hold it the player will then leave the arm extended and battle his way down the field trying to keep the tackler at bay. Well, is that tied at all to "precision modifier" or not? And if they can do that with stiff arm, why have an additional button press for the other moves?
Would it not be more intuitive and sensible to have all the moves tiered to the length of the button input that the user makes? We used to refer to button sensitivity, but "precision passing" works on 360's digital buttons. therefore the input the game recognizes is how long you hold the button and it has very little to do with pressure.
Example; Spin move - tap for quick open field spin, hold and release for spin off of contact. And within this system, in my opinion, you would have a great opportunity for "risk-reward" balance that respects individual attributes - holding the button too long would eventually cause a "stumble, fall, higher fumble risk" scenario.
Or how about WR/DB interaction, if "sprint" was back on A (360) or X (PS3), then in order to "user catch" (especially a "high point" jump ball situation) you would have to release the sprint to do the jump. That would naturally accomplish some semblance of "gathering" the feet to make the leap. Making the ratings a factor by having not only a on field physics effect (99 JMP player gets more vertical than a 88 JMP player) but also introduces the option to have differing "windows" on each player - in terms of the higher the rating the longer you can hold the button to get into the higher jump animations.
You can basically tune every "move" to be gauged off the type of user input and the players' ratings, meaning you try holding the hurdle too long and you might end up in a tilted position in the air where landing on your feet isn't happening, or you flat out "lose your feet" and slip and fall.
I am glad that EA is trying to make players "feel" different, but I really feel they choked on this one in terms, not of the idea, but how they are going to try to accomplish it.
# 131
LionsFanNJ @ 04/27/13 11:32 PM
Outside of player models I'm liking what NCAA has more then Madden
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Aren't you guys tired of saying this year will be different yet? Seems like it would be exhausting to me.
# 134
secondsolution @ 04/29/13 09:50 AM
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Madden is by far my favourite game, I buy it every year and will continue to do so. However, EA absolutely needs to re-think their marketing strategy, they consistently bad mouth previous iterations to promote new ones which I believe makes them look incompetent and happy to release a sub-par product.
I am hopeful the running will be much better this year. Not confident though.
I keep telling myself that next-gen will bet the big step up. I want to believe that, but I feel like I might be setting myself up for disappointment.
I will remain hopeful though. EA has me by the you know what I guess. I fall for it every year.
Unpopular opinion coming
I keep telling myself that next-gen will bet the big step up. I want to believe that, but I feel like I might be setting myself up for disappointment.
I will remain hopeful though. EA has me by the you know what I guess. I fall for it every year.
Unpopular opinion coming
Spoiler
I don't think the last couple Madden games were all that bad

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I don't think that 13 was too bad either, but they have been at this an awfully long time (this year's is called Madden 25 isn't it?) to produce a game, finally, that meets the the criteria of not terrible.
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If foot planting is done correctly, left-stick movement should give all types of cuts, jab steps, etc. I'd like to see spins done with the stick as well. The modifier should be for the fancy stuff.
It sounds like madden is doing this somewhat. I'll have to see.
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With the left stick controlling the feet/legs of a player, we should be able to pull off most moves with the stick. I think the buttons should be for stiff arms, hurdling, upper body evasive stuff & the fanciest of moves.
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For the Packers, I'm hoping if Clay Mathews is under user control, he has a better chance of tackling a ball carrier vs if Sam Shields was user controlled making a tackle.
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