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Madden NFL 17 News Post


Game Informer has posted a new Madden NFL 17 article, going over 27 key details that are coming this year. Below are a few notes, but make sure you read the entire article here.

Quote:
For years the ball would snap to a player's hand in a catch even though in the process the ball might be pulled through a defender. Now it will collide with body parts and be knocked out when appropriate.

Since there is no scripting for the path of the ball, it bounces differently after tips. EA made new animations for reacting to tips, attempted and successful fumble recoveries, and knee/ankle/sliding catches. Also, the player models can move their arms better to track the ball.

Here's an example of the new zones in action: The Slant Drag Combo (the TE comes across the middle, and the slot receiver slants over the top) vs. a Cover 3 Sky. This year the linebackers in the Cover 3 Match track the receivers as they come through the defenders' zones. So what looks like a zone defense before the snap shifts to man-to-man as the play develops.

Similarly, defensive pattern matching plays set the rules and responsibilities for defenders. For instance, In a match defense, if you're a linebacker and the number one receiver crosses your face on a slant or drag route, your responsibility is to match him instead of letting him run by. But if the number three receiver goes vertical on that same play, you follow him down the field instead. "It's not the same reads you've been making for the last 25 years, because things play out a lot differently now," Dickson says.

The new kicking meter works like the traditional three-click golf swing. First button press starts the kick, second one sets the power, third one determines accuracy. Through this new meter, ratings for kickers and punters will matter more.

Kick block formations, like overloading one side or clogging the middle, have been added.

New kick types inlcude sky punts, backspin punts, and the return of onside aiming and squib kicks.

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 81 Trick13 @ 05/19/16 12:45 PM
Quote:
Originally Posted by 4thQtrStre5S
FPS's don't have ratings..Sounds like you misinterpret the current system..Madden is ratings based, not input based. Hitting Aggressive catch for example, merely tells the system which ratings to use; at least that is how it plays.

As you are stating it, you want the user to time everything, which removes ratings in many situations. Tiers of what a player can do are determined by ratings..User input shouldn't take over that system.

You are describing an arcade game; such as a FPS..

You do realize that the icon over a player, such as he "A" for aggressive catch, will be played out whether you hit "A" or not, correct? What you do have, is the option to select another catch action, RAC or Possession.
Then how come I have timing control on running plays - I can skipp the correct gap and bounce outside, I can truck stick thin air - why should the passing game be any different than the running game.

What you are describing is a fantasy role playing game, or pokemon.

Look, I am not saying you should be able to play like Prime Time D. Sanders with a scrub 67 rated player, but if the user doesn't have control over what type of attempts are made (and particularly when) then you might as well not even play. You can have 99 rated W. Payton and hit the stiff arm early or late and be completely ineffective - why would you not have that same control when playing the ball in the air.

This whole CPU determination thing all materialized out of Randy Moss being "unstoppable" back in the day because weak sauce cats playing online refused to double team him and shade a safety at him. News flash, back then NFL offenses had to double team him and shade a safety his way.


By your logic, when running the ball we should just hold a button and the cpu should determine which move the ball carrier should make, what direction he runs, and if or when he should cut back. Do see how dumb that would be.

I am not talking about overriding the players attributes or ratings. I am saying that within his ratings the user should have to time out the actions just like you do in the running game...
 
# 82 mrprice33 @ 05/19/16 12:50 PM
Quote:
Originally Posted by z.arthur23
I think the holding the jump button timing to determine how high someone jumps would certainly require a new controller. That's a bit much to be honest. But simply saying your receiver goes for the ball when you hit a catch button doesn't require anything new. It used to be that way in the ps2 and xbox days.
Two words:

rocket catching
 
# 83 4thQtrStre5S @ 05/19/16 12:51 PM
Quote:
Originally Posted by z.arthur23
I don't believe that's what he's saying at all. He's simply saying that the most sim thing to do would be to have it both ways. Where if you timed the "user input" correctly, then the "rating system" would go into effect.

If you didn't time it correctly, then why should a rating system matter? I personally love the idea as it adds more skill to the game. For your example, if hitting Aggressive Catch merely tells the game which ratings to use, then there should also be a timing based component to let the game know when the player attempts to make the catch. Once he's in the air going for it, the rating system goes into effect and the catch is determined at that point.

If anything, I think Trick13 is wanting ratings to play an even bigger role. Such as having a person's jumping and awareness rating matter more, etc.
Adding user timing, takes out player ratings, such as awareness, from what I am reading, also man coverage and zone coverage; if you time when a player is to attempt an action, then you are left with jumping and catching, generally speaking; thus less ratings...

Obviously I am making a basic example, only.

Not to mention timing is very difficult in a game, just from a perspective/visual from user to screen, not to mention lag online; which is why many in FPS games use automatic weapons or things with larger splash damage..
 
# 84 mrprice33 @ 05/19/16 12:52 PM
The thing is, you're not making a football game for the 20 people who have the finger dexterity to pull that stuff off. You're designing it for 7 million people. There have to be concessions made for usability and balance, especially for an animation-based game. It's why hitting "steal" in NBA 2K will sometimes not do anything, and sometimes will have you jump a passing lane and tip/intercept a ball.

Oh and just about every FPS on console uses some form of auto aim. Before Halo, people thought the console FPS was impossible because controllers didn't have the level of control fidelity needed to make precise movements like the mouse.
 
# 85 z.arthur23 @ 05/19/16 12:54 PM
Quote:
Originally Posted by mrprice33
Two words:

rocket catching
Haha I'm not saying go back to those controls. That would be a disaster of a mistake! I just agree that timing should factor into when someone jumps for the ball more.

I haven't been this excited for a Madden game in my lifetime though, and I've got to say thanks to you mrprice33. Ball physics being one of your favorite features is already my favorite one, and the way you described certain things happening had me geeking out haha. You're taking a lot of time out to answer questions from everyone, so a big thank you definitely goes your way! Keep it up sir
 
# 86 Trick13 @ 05/19/16 12:57 PM
Quote:
Originally Posted by mrprice33
Two words:

rocket catching
The fix there would have been to fix the DB reactions and positioning and made offensive pass interference a real thing because a ton of those "rocket catches" the receiver had to "run through" the defender...

...a defender who was so completely stuck in pattern mirror that they never reacted to user alterations of said route.

Again my wishes would eliminate that even further because holding the button to get a high vertical would automatically slow the receiver because he would be forced to "gather" his feet to jump just like you see in...
...wait for it...
...real life.
 
# 87 mrprice33 @ 05/19/16 01:01 PM
Quote:
Originally Posted by z.arthur23
Haha I'm not saying go back to those controls. That would be a disaster of a mistake! I just agree that timing should factor into when someone jumps for the ball more.

I haven't been this excited for a Madden game in my lifetime though, and I've got to say thanks to you mrprice33. Ball physics being one of your favorite features is already my favorite one, and the way you described certain things happening had me geeking out haha. You're taking a lot of time out to answer questions from everyone, so a big thank you definitely goes your way! Keep it up sir
I'm just here to give back to the community that gave me the opportunity to get this access. Appreciate the appreciation.
 
# 88 4thQtrStre5S @ 05/19/16 01:06 PM
Quote:
Originally Posted by Trick13
Then how come I have timing control on running plays - I can skipp the correct gap and bounce outside, I can truck stick thin air - why should the passing game be any different than the running game.

What you are describing is a fantasy role playing game, or pokemon.

Look, I am not saying you should be able to play like Prime Time D. Sanders with a scrub 67 rated player, but if the user doesn't have control over what type of attempts are made (and particularly when) then you might as well not even play. You can have 99 rated W. Payton and hit the stiff arm early or late and be completely ineffective - why would you not have that same control when playing the ball in the air.

This whole CPU determination thing all materialized out of Randy Moss being "unstoppable" back in the day because weak sauce cats playing online refused to double team him and shade a safety at him. News flash, back then NFL offenses had to double team him and shade a safety his way.


By your logic, when running the ball we should just hold a button and the cpu should determine which move the ball carrier should make, what direction he runs, and if or when he should cut back. Do see how dumb that would be.

I am not talking about overriding the players attributes or ratings. I am saying that within his ratings the user should have to time out the actions just like you do in the running game...
Running game and passing game are two different things, and as it is, the stiff arm is not effective nor is trucking, and it goes much deeper than timing; the animation doesn't even trigger many times..And still, for many, getting the timing correct is very difficult; suction between players is a major issue here..

Take that to the passing game where you are trying to target a moving object, being the football, and it's destination, along with moving players, who can block your view as a user and we really start seeing a mess, IMO. and the only time a user wold most likely be able to use the timing system you are suggesting is in deep balls, and/or jump pass plays..Most all other passes are too fast in development and you are watching, as the QB, the defensive line, receiver routes and pass defenders, etc before choosing a pass style and target..


The timing system as you suggest would essentially take ratings out and bring in arcade stick skills into play, and make those with more time to spend on the game, just better players, and alienate the casual players...Users, such as myself do not have all day to learn how to time everything out in any game..

In the running game you are more up close to the situation at hand, thus allowing for more focus on a single goal; even then, timing is innacurate, and most runs gain yards due to blocking and other things carried out by the AI system which is run by ratings.
 
# 89 Trick13 @ 05/19/16 01:09 PM
Quote:
Originally Posted by 4thQtrStre5S
Adding user timing, takes out player ratings, such as awareness, from what I am reading, also man coverage and zone coverage; if you time when a player is to attempt an action, then you are left with jumping and catching, generally speaking; thus less ratings...

Obviously I am making a basic example, only.

Not to mention timing is very difficult in a game, just from a perspective/visual from user to screen, not to mention lag online; which is why many in FPS games use automatic weapons or things with larger splash damage..
AWR is a complete non factor in the running game then by your logic - HBs do what you tell them to do, when you tell them to do it. Again, I have to ask, why should the ball in air be different than the running game???

AWR would absolutely be used in user controlled timing because you could time your swat attempt perfectly and still miss, due to the defender never "locating" the ball. Just like I can perfectly time a spin move with a lumbering FB and get nowhere right now...

I wasn't comparing Madden to FPS in terms of ratings determinations of outcomes of actions, but rather of timing of actions.



I fail to see the "fidelity" of controls issues you all seem to be worried about - when I tap the passing icons I get a lob pass, if I hold it down I get a bullet pass.

Heck, PS2 gave you three levels of nearly every move based entirely on how long/short your button input was. Spin move you had a tap for quick spin, holding the button was a big plant and spin and in the middle was a little power spin off tackle attempt (the last one rarely worked, but it was in there)...
 
# 90 JKSportsGamer1984 @ 05/19/16 01:12 PM
Let's get it EA! So with the new ball physics, does this mean the ball will no longer ghost through the Stadium walls? It's always been an eyesore to see players & the ball morphing/clipping through the goal post, stadium, etc..
 
# 91 4thQtrStre5S @ 05/19/16 01:17 PM
Quote:
Originally Posted by Trick13
AWR is a complete non factor in the running game then by your logic - HBs do what you tell them to do, when you tell them to do it. Again, I have to ask, why should the ball in air be different than the running game???

AWR would absolutely be used in user controlled timing because you could time your swat attempt perfectly and still miss, due to the defender never "locating" the ball. Just like I can perfectly time a spin move with a lumbering FB and get nowhere right now...

I wasn't comparing Madden to FPS in terms of ratings determinations of outcomes of actions, but rather of timing of actions.



I fail to see the "fidelity" of controls issues you all seem to be worried about - when I tap the passing icons I get a lob pass, if I hold it down I get a bullet pass.

Heck, PS2 gave you three levels of nearly every move based entirely on how long/short your button input was. Spin move you had a tap for quick spin, holding the button was a big plant and spin and in the middle was a little power spin off tackle attempt (the last one rarely worked, but it was in there)...
AWR is already negated for user controlled players. PRC is also negated on defense for user controlled defensive players.

As Devs have already stated, tiers are determined by ratings, not user input..User input merely tells the AI what the player is to attempt, whether spin, stiff arm or truck, etc...and it is timing based, but there are issues there already -

I understand you are trying to bring timing to the passing game, on defense, per your example, but then receivers would have to time catches, and in the passing game, with lag and bodies running around, we are looking at a lot of potential for incomplete passes for receivers, or even more big plays for receivers due to user bad timing on defense; already many users resort to the passing game because running can be very difficult, due to timing and suction, which is why I assume we are seeing more prompts in the run game for M17.
 
# 92 4thQtrStre5S @ 05/19/16 01:23 PM
I believe some of the issues with the running game, and why a spin or stiff arm, etc may not trigger, is because the balll carrier is already stuck in another action due to a defender that may already be suctioned into the ball carrier, who the user is not even trying to focus a stiff arm or truck, etc onto..

I still see runners getting stuck on the back of their own blockers.

When timing issues are worked out in the run game, maybe the passing game can get more user timing skills added..
 
# 93 Godgers12 @ 05/19/16 01:24 PM
How do you set the kick type you want, while punting?
 
# 94 mrprice33 @ 05/19/16 01:26 PM
Quote:
Originally Posted by Godgers12
How do you set the kick type you want, while punting?
There's a set of button prompts in the wind indicator. You hit one and it gets highlighted. You can choose to switch back or change it as you see fit. The kicking arc (if turned on) updates as you select the kicks to show you your new trajectory.
 
# 95 mrprice33 @ 05/19/16 01:28 PM
Quote:
Originally Posted by 4thQtrStre5S
I believe some of the issues with the running game, and why a spin or stiff arm, etc may not trigger, is because the balll carrier is already stuck in another action due to a defender that may already be suctioned into the ball carrier, who the user is not even trying to focus a stiff arm or truck, etc onto..

I still see runners getting stuck on the back of their own blockers.

When timing issues are worked out in the run game, maybe the passing game can get more user timing skills added..
The last time EA tried full control of a game with a controller the result was NBA Elite lol. I think the tech and control fidelity has to improve by leaps and bounds before we can get certain things in the game.
 
# 96 Godgers12 @ 05/19/16 01:31 PM
Quote:
Originally Posted by mrprice33
There's a set of button prompts in the wind indicator. You hit one and it gets highlighted. You can choose to switch back or change it as you see fit.
Ok thanks. Speaking of wind did the add gail force weather with 40 mph winds, that would legit cause you to change your gameplan? Or is that a pipe dream? If I move my team to Alaska I want legit Alaska weather lol.
 
# 97 mrprice33 @ 05/19/16 01:32 PM
Quote:
Originally Posted by Godgers12
Ok thanks. Speaking of wind did the add gail force weather with 40 mph winds, that would legit cause you to change your gameplan? Or is that a pipe dream? If I move my team to Alaska I want legit Alaska weather lol.
Nothing that crazy, I don't think
 
# 98 4thQtrStre5S @ 05/19/16 01:32 PM
Quote:
Originally Posted by mrprice33
The last time EA tried full control of a game with a controller the result was NBA Elite lol. I think the tech and control fidelity has to improve by leaps and bounds before we can get certain things in the game.
AGREED 100%...............
 
# 99 Trick13 @ 05/19/16 01:40 PM
Quote:
Originally Posted by 4thQtrStre5S
Running game and passing game are two different things, and as it is, the stiff arm is not effective nor is trucking, and it goes much deeper than timing; the animation doesn't even trigger many times..And still, for many, getting the timing correct is very difficult; suction between players is a major issue here..

Take that to the passing game where you are trying to target a moving object, being the football, and it's destination, along with moving players, who can block your view as a user and we really start seeing a mess, IMO. and the only time a user wold most likely be able to use the timing system you are suggesting is in deep balls, and/or jump pass plays..Most all other passes are too fast in development and you are watching, as the QB, the defensive line, receiver routes and pass defenders, etc before choosing a pass style and target..


The timing system as you suggest would essentially take ratings out and bring in arcade stick skills into play, and make those with more time to spend on the game, just better players, and alienate the casual players...Users, such as myself do not have all day to learn how to time everything out in any game..

In the running game you are more up close to the situation at hand, thus allowing for more focus on a single goal; even then, timing is innacurate, and most runs gain yards due to blocking and other things carried out by the AI system which is run by ratings.
If you go back to my original post about this I believe I did say an option for all-pro and turned off for All-Madden. I will even concede an option for all levels, but timing out this stuff isn't that difficult. You can time an out pass, right? then you can time out a swat attempt.

Your timing on the out pass can be perfect and the QB can still miss the target based on his ratings, so timing out an aggressive swat with a DB with low AWR/cth/jmp should be no different.

And I don't see how you only get yards based on blocking, because frankly the blocking system currently stinks, blockers react to the RB - even though they can't see what he is doing, rather than carrying out there assignments - this is drastically evident in the return game...

What I hear you saying is you want to watch an NFL game and make move suggestions.

Makes no sense to me. I wonder, just curious, if the same people are proponents of mishandled snaps, high snaps and the like? Just some random ratings check against what - the pressure of the situation, the player's LS rating, are we going to get to suggest an accurate snap there as well?

Perhaps we should reduce the passing game even further - let us have no icons, zero directional control, no QB rollout control, we just get 3 buttons -
lob pass, moderate arc, and bullet pass and the cpu can determine what receiver to throw to- heck let's just make it all -auto pass. Then we can just snap the ball and sit back and watch the action play out.

Based on what some of you are saying, you don't want to play a game of Madden, you want to coach a game of Madden - they had that once. It didn't sell, I think it was called Head Coach....
 
# 100 SolidSquid @ 05/19/16 01:42 PM
Quote:
Originally Posted by Trick13
If you go back to my original post about this I believe I did say an option for all-pro and turned off for All-Madden. I will even concede an option for all levels, but timing out this stuff isn't that difficult. You can time an out pass, right? then you can time out a swat attempt.

Your timing on the out pass can be perfect and the QB can still miss the target based on his ratings, so timing out an aggressive swat with a DB with low AWR/cth/jmp should be no different.

And I don't see how you only get yards based on blocking, because frankly the blocking system currently stinks, blockers react to the RB - even though they can't see what he is doing, rather than carrying out there assignments - this is drastically evident in the return game...

What I hear you saying is you want to watch an NFL game and make move suggestions.

Makes no sense to me. I wonder, just curious, if the same people are proponents of mishandled snaps, high snaps and the like? Just some random ratings check against what - the pressure of the situation, the player's LS rating, are we going to get to suggest an accurate snap there as well?

Perhaps we should reduce the passing game even further - let us have no icons, zero directional control, no QB rollout control, we just get 3 buttons -
lob pass, moderate arc, and bullet pass and the cpu can determine what receiver to throw to- heck let's just make it all -auto pass. Then we can just snap the ball and sit back and watch the action play out.

Based on what some of you are saying, you don't want to play a game of Madden, you want to coach a game of Madden - they had that once. It didn't sell, I think it was called Head Coach....
They also had coach mode in madden and it sold just fine
 


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