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Madden NFL 18 News Post


The Madden NFL 18 Creative Director, Rex Dickson has posted an image on Twitter with a brief description of each game style in the game. As noted earlier this morning, Madden NFL 18 will have 3 new game styles, Arcade, Simulation and Competitive. We should hear more details about these game styles as EA Play gets closer.

Game: Madden NFL 18Hype Score: 6/10 - Vote Now
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Member Comments
# 181 PVarck31 @ 05/27/17 05:14 AM
Quote:
Originally Posted by JoshC1977
Yeah, but IF EA is calibrating based on 6 minute quarters (which does not give the proper 120-130 plays per game), that IS a potential concern. If settings are calibrated to too short of a quarter length, it could very well (based on past precedent) be problematic.

Now, nothing about that screen shot suggests one way or the other, I get that. However, based on past comments from the devs, this is what they have defaulted to in previous games. One little screenshot is clearly not enough to elicit more than maybe a raised eyebrow, but I also would not say that the concern is "reaching".
Why can't you just raise the quarter length to get the number of plays you want?

What else could be problematic about default length at 6 minutes?

Am I missing something?
 
# 182 SolidSquid @ 05/27/17 08:21 AM
Quote:
Originally Posted by PVarck31
Why can't you just raise the quarter length to get the number of plays you want?

What else could be problematic about default length at 6 minutes?

Am I missing something?
You can but that doesn't help for simmed games. They will still be simmed with 6 minute quarters giving unrealistic stats
 
# 183 cable guy @ 05/27/17 01:21 PM
Quote:
Originally Posted by SolidSquid
You can but that doesn't help for simmed games. They will still be simmed with 6 minute quarters giving unrealistic stats
I see what your saying. What we Should get is realistic gameplay and stats for plays run in a 6 min. time frame. I get that from 9 min. Some may get some from 8 min. So imo, your basically playing 3 qtrs. of football based on 6 min. Lower scores, offensive plays and yds Should be the Only down side.

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# 184 Slim4824 @ 05/27/17 01:54 PM
Quote:
Originally Posted by CM Hooe
Let's take this argument the next logical step - why would you bother implementing any random bad snaps when that only happens on less that 1% of snaps? You wouldn't.



I would prefer to play simulation mode, foremost. That said, I don't think they are important for video game football. "Part of the game" doesn't mean its important to replicating the total experience.



If there is no user mechanic then there must be a dice roll.

Unless you are going to hard code something extremely rigid like "a player with a AWR rating less than 50 always commits bad snaps, otherwise no bad snaps", you must include randomness. As soon as you say "a player with AWR 80 does bad snaps 5% of the time", you have to include randomness to figure out when that 5% happens. You draw a random number 1 through 100 and if it's 5 or less, bad snap.

Statistics outside of ratings don't change anything, because again that just gives you a percentage chance an event will happen, and you still need a random number to compare against the probability to generate the outcome.
"I would prefer to play simulation mode, foremost. That said, I don't think they are important for video game football. "Part of the game" doesn't mean its important to replicating the total experience."

This statement right here tells me you don't want to play on simulation

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# 185 aholbert32 @ 05/27/17 03:35 PM
Quote:
Originally Posted by Slim4824
"I would prefer to play simulation mode, foremost. That said, I don't think they are important for video game football. "Part of the game" doesn't mean its important to replicating the total experience."

This statement right here tells me you don't want to play on simulation

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Huh?

Because he doesnt think that something that occurs on less than 1% of snaps is necessary to be added that means he doesnt want to play on simulation.

The truth is the number of people who want a true 100% simulation is small. Most people would fall into the category that CM Hooe described.

I love simulation football. Having botched snaps in the game would be fine but there are SO MANY more important elements that have to be implemented in the game before that. I'd rather the team use their limited amount of time to do that instead of trying to figure out a way to implement something that rarely happens in real life.
 
# 186 SolidSquid @ 05/27/17 03:38 PM
Quote:
Originally Posted by cable guy
I see what your saying. What we Should get is realistic gameplay and stats for plays run in a 6 min. time frame. I get that from 9 min. Some may get some from 8 min. So imo, your basically playing 3 qtrs. of football based on 6 min. Lower scores, offensive plays and yds Should be the Only down side.

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All we need is a sim game slider. NBA 2k has one that adjust simulated game lengths. So whether you play on 6 9 or 12 minute quarters you can make the sim games length match and balance the stats
 
# 187 bcruise @ 05/27/17 07:35 PM
Where is this idea that the selected quarter length matters in sims coming from? If you set the length on one minute for example, you're still going to see full game stats coming out of the sims...

If anything I feel like there are too many plays in sims more often than not. What with a lot of scores up in the 40-50 range and all.
 
# 188 adembroski @ 05/27/17 08:10 PM
Quote:
Originally Posted by SolidSquid
You can but that doesn't help for simmed games. They will still be simmed with 6 minute quarters giving unrealistic stats
Supersim adjusts automatically to give the right number of snaps regardless of quarter length.

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# 189 SolidSquid @ 05/27/17 10:56 PM
Quote:
Originally Posted by adembroski
Supersim adjusts automatically to give the right number of snaps regardless of quarter length.

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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.
 
# 190 jfsolo @ 05/28/17 02:19 AM
I've found that most people who play with shortened quarters, have a playstyle that either still produces the number of plays in a regular length game or puts up the stats that would be in regular game anyway. Because of this the simmed games being based on 15 minute quarters does not produce stats that are inconsistent with the user's stats.
 
# 191 Ueauvan @ 05/28/17 04:06 AM
supersim may create 120-130 plays but how do i know games not onmy screen have the same? i dont supersim other games i play mt teams and forward weeks i have no idea if they get the same.
 
# 192 ForUntoOblivionSoar∞ @ 05/28/17 06:08 AM
Quote:
Originally Posted by Armor and Sword
Yep....I had to house rule myself to only hot routing to a fly pattern once a game when I saw one on one press coverage vs the CPU.

Easy 6 almost every time.

I hope and pray Madden AI get’s a nice tuning for 18.
It would be nice if the AI took note of how fast your receivers are in Simulation mode. No one played press coverage on the 1998 Vikings after Randy Moss showed what he could do unless there was a safety dedicated to following Moss deep.

I have in my franchise a 6'6 93 speed WR. He has good release and agility/acc too. Yet the CPU will play press man on him several times a game. This is on All Madden, so I can't say it is the same on other difficulties, but with a WR that big and fast, press man on him is a touchdown 70% of the time. There is no reason any team should ever be playing press man on that guy. If someone like that were in the NFL, you would rarely ever see it.

So it would be nice if the AI didn't make decisions that made them outgunned before the ball is even snapped. Better AI strategy might even lower the need for artificial ratings boosts for the CPU as well.
 
# 193 SolidSquid @ 05/28/17 08:31 AM
Quote:
Originally Posted by ForUntoOblivionSoar∞
It would be nice if the AI took note of how fast your receivers are in Simulation mode. No one played press coverage on the 1998 Vikings after Randy Moss showed what he could do unless there was a safety dedicated to following Moss deep.

I have in my franchise a 6'6 93 speed WR. He has good release and agility/acc too. Yet the CPU will play press man on him several times a game. This is on All Madden, so I can't say it is the same on other difficulties, but with a WR that big and fast, press man on him is a touchdown 70% of the time. There is no reason any team should ever be playing press man on that guy. If someone like that were in the NFL, you would rarely ever see it.

So it would be nice if the AI didn't make decisions that made them outgunned before the ball is even snapped. Better AI strategy might even lower the need for artificial ratings boosts for the CPU as well.
The underlying issue is that madden only has 2 press animations, one win and one lose. There needs to be a lot more and the coverage shading needs to work better. If I play press and align my corner inside he should be taking away those inside routes or at least throwing off timing.
 
# 194 SyncereBlackout @ 05/28/17 08:43 AM
Quote:
Originally Posted by SolidSquid
The underlying issue is that madden only has 2 press animations, one win and one lose. There needs to be a lot more and the coverage shading needs to work better. If I play press and align my corner inside he should be taking away those inside routes or at least throwing off timing.


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.
 
# 195 Slim4824 @ 05/28/17 08:53 AM
Quote:
Originally Posted by aholbert32
Huh?

Because he doesnt think that something that occurs on less than 1% of snaps is necessary to be added that means he doesnt want to play on simulation.

The truth is the number of people who want a true 100% simulation is small. Most people would fall into the category that CM Hooe described.

I love simulation football. Having botched snaps in the game would be fine but there are SO MANY more important elements that have to be implemented in the game before that. I'd rather the team use their limited amount of time to do that instead of trying to figure out a way to implement something that rarely happens in real life.
High and low bad snaps happen quite often in the nfl. It disrupts timing on plays and should be part of simulation mode.

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# 196 cable guy @ 05/28/17 08:57 AM
Quote:
Originally Posted by SolidSquid
All we need is a sim game slider. NBA 2k has one that adjust simulated game lengths. So whether you play on 6 9 or 12 minute quarters you can make the sim games length match and balance the stats
I'd be all for this. I don't understand how you would get off just as many plays off, with less time. But that would be great if possible
Quote:
Originally Posted by bcruise
Where is this idea that the selected quarter length matters in sims coming from? If you set the length on one minute for example, you're still going to see full game stats coming out of the sims...

If anything I feel like there are too many plays in sims more often than not. What with a lot of scores up in the 40-50 range and all.
Are we all talking about the games we are playing or for simmed games in our CFM? Or both?

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# 197 TerryP @ 05/28/17 10:51 AM
Quote:
Originally Posted by Slim4824
High and low bad snaps happen quite often in the nfl. It disrupts timing on plays and should be part of simulation mode.

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100% agree! I can understand users not wanting it in competitive.
 
# 198 roadman @ 05/28/17 11:05 AM
Quote:
Originally Posted by Slim4824
High and low bad snaps happen quite often in the nfl. It disrupts timing on plays and should be part of simulation mode.

Sent from my SM-N920R7 using Tapatalk
I have seen high snaps in my franchise mode throughout the season that disrupts the the timing of handoffs and pass plays. I've seen a low snap a time or too as well. Same thing happens with punters from time to time. I'm assuming from your statement you didn't play 17 or didn't get very far in franchise mode, perhaps?

I just don't see any fumbled snaps from center to QB or high/fumbled snaps to the place holder or snaps over the punters head, which should happen here and there(once in a while) in the game.
 
# 199 4thQtrStre5S @ 05/28/17 11:08 AM
Quote:
Originally Posted by SolidSquid
The underlying issue is that madden only has 2 press animations, one win and one lose. There needs to be a lot more and the coverage shading needs to work better. If I play press and align my corner inside he should be taking away those inside routes or at least throwing off timing.
I agree...I find that it will be "almost" useless to have coverage assignments like best CB on best WR if M2M still cannot provide better coverage than in M17. Like Press only has a win or lose animation, we need more animations for win and lose for man coverage.

I understand that certain routes have a higher degree of success in the NFL, but then defenses have more flexibility in adjusting for such routes when they are expected, such as inside positioning with safeties leaning more to the outside initially, and that is where Madden falls short.

We really need to be able to assign coverages separately, by groups like CB's, LB's, Safeties. Just like we should be able to set fronts.

Seems playbooks would be more efficient and flexible if we could set our fronts, then set LB's whether over/under etc...and so on, as we call the play, and pre-snap.. Of course all this would have to work, and we would need true 2 gap for 3-4 fronts available. Essentially the OL/DL interactions need t be improved more...

Essentially, under the rock, paper, scissor, method that Madden appears to employ, the user should have the tools/adjustments available to counter anything the offense can throw at the defense and vice-versa; with ratings determining outcomes.
 
# 200 Reed1417 @ 05/28/17 11:18 AM
Wouldn't we need more time to pick our plays if that were the case? Setting fronts and coverages for LB's, CB's and Safeties? Plus you would have to actually understand what those mean. I know we have playbook options now so those could help but I get where you're coming from.

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