37 Days Till Madden NFL 13 – Game Changer Ideas

Written by Shopmaster on . Posted in Feature, Madden Articles, Madden News 4 Comments

Ideas | Game Changers | EA SPORTS-1

Madden NFL 13 will be released on August 28th, 2012 and we’ll countdown to that moment with tips, task lists,  answers to burning questions you have, and information that will get you ready to play some Madden 13.

37 Days Till Madden NFL 13 – Game Changer Ideas

If you follow me on Twitter; @Shopmaster,  you know I’m constantly asked by people why did EA take out Fantasy Draft, or the ability to edit players.  They fuss, argue, and yell how stupid EA is for taking out the things they love.  I don’t argue with them because that’s how they feel and who am I to tell them how they should feel or perceive EA SPORTS. What I do though is tell them that it’s fine to think that but just to leave it there is not making a difference.  You want to make a difference and be a Game Changer then go to the Game Changers Idea Site and vote on some of the things already posted.  I keep telling people that EA looks at that ideas’ page and they want the EA SPORTS Community to help them.  I know most people feel EA doesn’t listen but I don’t know of any other Game Developer besides maybe EPIC that gets more feedback from their community directly and openly tries to communicate with them.

Continue Reading

38 Days Till Madden NFL 13 – NCAA 13 Warm-Up

Written by Shopmaster on . Posted in Madden Articles, Madden News 1 Comment

Adobe Fireworks CS6

Madden NFL 13 will be released on August 28th, 2012 and we’ll countdown to that moment with tips, task lists,  answers to burning questions you have, and information that will get you ready to play some Madden 13.

38 Days Left: Use NCAA Football 13 as a Warm-Up

When I first heard that NCAA Football 13 wouldn’t have the Infinity Engine that Madden 13 has, I thought that it may affect those that buy NCAA to warm up for Madden. I thought that Physics which play a significant role in the gameplay aspect would be too much.  I can admit I was wrong.  There are still a number of similarities and things you can take away from NCAA Football 13 for those that want to use the college game to get ready for the pro game of Madden and we’ll talk about some of those things now.

The first thing you have to know is that the same game play team that works on NCAA Football works on Madden NFL and this year a lot of the big changes other than physics can be found in both.

Continue Reading

Madden NFL 13 ‘s Infinity Engine – “Game Changer”

Written by Shopmaster on . Posted in Madden Articles, Madden News 5 Comments

physics_blog

Yesterday EA SPORTS finally unveiled the much anticipated ‘monumental” gameplay feature called The Infinity Engine.  The Infinity Engine is a Real Time Physics engine that in my mind affects every facet of Madden NFL 13.  It’s a “Game Changer” in my eyes and I’ve had the pleasure of playing Madden with this new engine for over 70+ hours and the things I’ve seen because of this engine are things I didn’t think I’d ever seen in Madden.

Continue Reading

Madden 13 Cover Vote: Final Four

Written by Shopmaster on . Posted in Feature, Madden Articles

featured_final4

And then there were 4. We’ve come a long way from the 64 man bracket back in March and now after more than 1 million votes it comes down to today to see who make the finals.  Today ESPN’s SportsNation will announce the final 2 which will include either Cam Newton, Patrick Willis, Aaron Rodgers, or Calvin Johnson.

There is still time to vote: http://espn.go.com/sportsnation/feature/madden2013cover

Let’s take a look at the matchups:

Cam Newton vs. Patrick Willis – I gotta be honest here, I’ve picked against Patrick Willis from round 2 and he continues to push past his opponent each time closely.  This time he’s going against the likes of Cam Newton, who has been by far the most popular pick throughout this cover vote process gathering at least 70% each round.  Winner: Cam Newton

Aaron Rodgers vs. Calvin Johnson – Last entry I said that Aron Rodgers was already on the cover before because I always see him when I boot up my Madden 12 (Title Screen), nevertheless; there is no way Rodgers will beat out “Megatron”.  I talked about Cam being a popular vote, well Megatron has been almost as popular blowing out Gronkowski by getting 63% of the vote in the last round. Winner: “Megatron”

So I have Cam Newton and “Megatron” in the Finals. Make sure you check out SportsNation today to see if my prediction is correct. They will be!

 

Madden Wishlist Daily Idea – Online Franchise Communication

Written by Shopmaster on . Posted in Feature, Madden Articles, Madden News

mw_franchisecommunication

As I stated on my weekly podcast (Game Changers Radio), I’m gathering ideas for a Madden NFL Community Wishlist Tournament; and until the brackets come out I will be reviewing an idea daily.  Today’s idea is:

Better Online Franchise Communication – Presented by MBelnavis on Madden 13 Wishlist Facebook Page

MBelnavis writes: in ncaa they had a comment section in online dynasty where u could post ur contact info they need to put that in there too.

——————————-

Communications is one of the biggest problems when trying to have a good Online Franchise in Madden NFL 12.  There are just not enough options within the game itself to help commissioners and players alike.  We all know you can go to MyLeagueManager.com for a lot of good stuff for your Online Franchise but Communications is one thing that is not easy.  The thing about it is that there are little things EA SPORTS can do to make this even better.

1.  Like MBelvanis points out, have an area where people can put their contact information like cell number or AIM screen name.

2.  You have a list of people in the franchise on the left of the main screen for the franchise so let me click their name and it takes me to their profile so I can send them a message.

3.  Copy NBA2K12′s timer till advance.  NBA2K has a timer so no more asking when the commissioner is going to advance, it advances on it’s own.

These 3 things alone will make the communication factor for Online Franchises better for everyone.  Check out my article in April of this year hoping for the same thing: 5 Little Things the Madden 12 Online Franchise Menu Needs

I will continue to gather ideas, feedback, and wishlist ideas from the Madden Community.  If you would like to submit an idea or wish that you would like to see in Madden NFL 13 and included into the Madden NFL Community Wishlist please go to the following links:

Madden Online Wishlist

Madden 13 Wishlist Facebook Page

Madden NFL Community Wishlist Forum

If you know of any other place that is gathering feedback, please leave a link in the comments.

Madden Wishlist Daily Idea – Offsetting Penalties

Written by Shopmaster on . Posted in Feature, Madden Articles, Madden News

wishlist_offsettingpenalties

As I stated on my weekly podcast (Game Changers Radio) last night, I’m gathering ideas for a Madden NFL Community Wishlist Tournament; and until the brackets come out I will be reviewing an idea daily.  Today’s idea is:

Offsetting Penalties – presented by TNT17 on Madden Online Wishlist

TNT17 writes: Right now, the game will only call one penalty per play. For example, if the the return team jumps offside the punting team can BLAST the return man without another penalty being called for a free fumble.

—————————————————————

This has been a problem in the Madden NFL Franchise for a while and it’s time that something like this be looked into.  This is a fundamental part of the NFL game and shouldn’t require that much to accomplish.  Granted I’m not a game developer but the flag should be thrown know matter how many penalties occur in the same play.  Like Tim said, if holding is called on the offense and the ball is thrown in the air, I can bump and literally put a hitstick on the WR before the ball gets there and will not be called for a Pass Interference penalty.

This idea doesn’t require anything else as I think it’s fine if it’s just instituted like it’s supposed to be.

I will continue to gather ideas, feedback, and wishlist ideas from the Madden Community.  If you would like to submit an idea or wish that you would like to see in Madden NFL 13 and included into the Madden NFL Community Wishlist please go to the following links:

Madden Online Wishlist

Madden 13 Wishlist Facebook Page

Madden NFL Community Wishlist Forum

If you know of any other place that is gathering feedback, please leave a link in the comments.

 

- Shopmaster
A Voice for the EA SPORTS Community

5 New Features I Want In Madden NFL 13

Written by Shopmaster on . Posted in Feature, Madden Articles, Madden News 7 Comments

featured_5newfeatures


Hey guys, it’s Shopmaster and to start things off right for 2012 I’d like to share with you 5 new features I want to see done for Madden NFL 13.

We all know about the things that need to be fixed in Madden NFL 12 to make it a better game, but that’s for another entry. This entry I want to focus on the 5 New Features I want to see in Madden NFL 13. Now when I say new features, I mean things that are not in the current version. Of course adding more options for Online Franchise Commissioners and more options for Online Communities are high but those wouldn’t be considered new features, those to me are fixing up old features. So without further ado here is my 5 most wanted features for Madden NFL 13:

5. Social Network Integration – In a world where everyone is following you on Twitter, tagging you on Facebook, or “liking” your status; there has to be a better way to share our games with our family, friends, and opponents. I have to give credit to Will Kinsler aka RAC for this idea when he brought it to my attention a couple of weeks ago. Right now if I wanted to share my winning TD run on Facebook, I have to save the highlight post-game, upload it to EA SPORTSWORLD after I exited the game, log in to EASW to get the embed code, and then place that code on Facebook. It should be much easier than that. I should have my facebook account or Twitter account synchronized to my EA SPORTS account. Have you noticed that almost every website now has the option to login via your facebook account? This should be no different. After the game, I should be able to tweet a highlight, or post game stats on my opponents wall for all to see. One click and “Boom” out there in Twitterverse. I don’t think this is something that’s difficult to do. If RAPTR can tweet your achievements in game then why can’t EA SPORTS tweet your stats while still playing. Example Tweet: “Shopmaster just ran 75yards for a TD score to make the score 35-17 in the 4th qtr. with 2:56 left vs. Sgibs”. I hope that was 140 characters … lol.

4. Export Online Franchise Teams – So I’ve always wanted to play with some of my Franchise teams against my friends who had franchise teams in other leagues. What we used to do was just create a team with all the players we had on our online franchise team and just play each other, but as you can imagine after the first year and new rookies coming in, we were unable to duplicate the teams. I’m not asking to play ranked games with these teams, just be good to play games with my team outside of the online franchise mode. I’m in 5 different franchises and there is one team in particular that I really need to practice with but there is no way to export that team and practice with them. Just let me export my team so I can shut up my friend who always says he can draft the better team.

3. Fair Play – Ok, I know “Fair Play” is not a brand new feature but it’s not in Madden NFL 12 and it should be. I know some hardcore guys that would just love “Fair Play” to be put back in the game and I feel the same way. I’m not saying that it should be mandatory for every game mode, but it definitely should be an option especially inside of Online Franchises and Online Communities. I also think that in the interest of the casual gamer that “Fair Play” should be invoked for their sake. Here is the typical online gamer who just got Madden and wants to play some football. Jump online, pick their favorite team, it’s 4th and 12 on their 30 and they go for it, get stopped and then give up a touchdown. 2nd possession they are down 7-0 and it’s 4th and 2 from their own 15. They get stopped again and their opponent scores and it’s 14-0 and it’s not even half way in the 1st and they are ready to quit. On top of that now his opponent is going for it on 4th too and kicking onside kicks that he can’t recover …. time to quit. And this is why people hate playing online as a casual gamer, they can’t get out of their own way. Well if you make people punt on 4th down it would probably save a lot of people from easy scores and thus making the game a little closer and thus more enjoyable. No one enjoys a blowout. “Fair-play” is not only for guys who keep converting 4th downs but it’s also prevents you from making a bad football decision. Understand that I’m not all for not be able to go for it cause there are situations where I really do think it’s a coaching call but early in the game, long yardage on 4th, going for 2 unnecessarily, constantly kicking onside kicks …. those are some of the things that can be regulated. I also think the “fair-play” should be customized in franchise settings. For example, one franchise I’m in doesn’t allow you to go for it on your side of the field on 4th down, where another only allows you to go for it on 4th down if it is inside your opponents 40 yd. line. The question is not who’s right or wrong, it’s how you prefer to play the game. Some other things that people have considered “fair-play” good for is limiting audibling down or not allowing hurry-up in certain situations. All of these are debatable and we’ll get into that in another post, but let’s get “Fair-Play” back in Madden NFL 13. I guarantee you less people will be frustrated playing online.

2. Online Practice Mode – Hear me out on this one before you judge me. For years, I would just go to practice mode to get comfortable with my offensive playbook and to see what works well against certain coverages or defensive fronts. I still do that but I’ve become more interested on the defensive side of the ball and finding out what coverages work well to defend certain routes. With that said it’s so hard to practice defense by yourself in Madden NFL 12. The offense snaps the ball too quickly, they don’t throw to the WR you want them to throw to and they never put someone in motion like a real life opponent. Try motioning someone and trying to out user yourself with two controllers, you can’t do it. Online Practice Mode would solve all of that. Now when we go and lab, we can go and lab and not play a game. Have options to set the time, score, down and distance. Not only would this make labbing more effective and efficient but commissioners can use this to set up scenarios when games get disconnected. I think this new option would be used heavily. When you have some time take a read of my article last year that dealt with “6 Things That Would Make Practice Mode Better in Madden NFL 12“.

1. Spectator Mode – There is no question that Spectator Mode has been one of the most wanted features since online came to the Madden NFL franchise in 2002. We’ve come close to being able to watch Madden games online before. In Madden NFL 07, they had what they called GameCast where you can jump into the gamecast of someones’ game and actually watch the plays that were called and the results as if you were on the ESPN website gamecast. Madden NFL 07 Gamecast even had a web portion where you could go back and see every play called in that game on both sides of the ball and what the result was. It was great but I’m afraid under utilized and thus scrapped from later versions.

Gamecast in Madden NFL 07

Some believe if we don’t have it now, we’ll never get it but I’m an optimist and I believe we are closer than people think. Think about this if you will, there are already games that have spectator mode like Capcom vs. Marvel and even within EA with EA SPORTS MMA. So the technology is out there. Now as far as even more proof; and I’ve gone on record to say this, we are pretty much there already in Madden 12. Think about it. We already have Madden OTP which puts 6 people in a game at once. Just take the control from 4 people and now you have 4 people watching two people play. So we already have a piece of Spectator Mode already working, they just need to fine tune it so that more people can watch. I’m not asking for 50 people to be able to watch a game, but at least start out with 10. I know people will scream for more, but I’m only asking for 10. If 1 of the 10 can stream for everyone else then it’s a hit for Online Franchises and leagues everywhere. I have a Hauggauge HD PVR and I just started streaming some of my games about two months ago and the response is tremendous. I mean people I don’t even know will sit and watch me play. Some will chat and some will even challenge me ask me to play with their favorite team. I have one friend who insist that I text him everytime I stream cause he just loves to watch me play. He doesn’t play Madden but he’s been thinking about getting it just because he’s watched me play online. I’ve streamed some of my Online Franchise games and it’s been great for people to watch and do some scouting on the opponent and myself but I don’t mind. Until we get spectator mode, come watch me play here: http://www.twitch.tv/mymaddenpad I stream every now and then and am always willing to chat and give out some tips when I can.
Now I have no inside track on if any of these features will make it into Madden NFL 13, but at least you know these are things I will be talking to the developers myself and making sure they know what I and others are looking for. Once again this is not a list of things that I believe need fixing for Madden NFL 13 but what brand “New” features I would like to see in the game.

If you have a feature that should be in my top 5 please leave a comment and let me know. Who knows, I may end up revising my list but do know Spectator Mode will still be in it.

- Shopmaster
“A Voice for the Community”

Madden Ratings Debate for Week 12

Written by Shopmaster on . Posted in Feature, Madden Articles, Madden News 1 Comment

featured_blount

Every week we argue and discuss the Madden NFL 12 ratings on Game Changers Radio and every week Aaron Boulding talks about the ratings debate in his weekly blog.  This week is Thanksgiving week but that doesn’t matter, everyone has an opinion on how these ratings affect the Madden NFL 12 landscape and what real life performances deserve video game boosts.

This week in his weekly blog; Aaron Boulding continues to talk about defensive lineman being clutch, the new future rivalry in the form of Detroit vs. Carolina, Blount’s “Beast Mode” TD run against the champion Packers, Mark Sanchez’s inability to respond in a game, and other topics that are well deserved of a read.

I want to just touch on a couple of Aaron’s topics, with the first one of defensive lineman being clutch. I think defensive lineman can be clutch.  DEs like Jared Allen always seem to come up with a big sack when his team needs it and I think Justin Smith is on the verge of being a clutch defensive lineman.  In the article Aaron talks about Justin Smith batting the ball down on a 4th down TD pass that saved the 4ers against the Giants, but I also want to point out weeks earlier when the 49ers were playing the Eagles that Smith was the lineman 15 yards down field to cause a 4th qtr. fumble on Jeremy Maclin and stop the Eagles a chance at winning that game late.  So I agree with Aaron, don’t discount these lineman cause 1 more play like that from Smith this year and I’d be all for giving him a clutch rating.

LaGarret Blount’s 54 TD Run was reminiscence of Marshawn Lynch’s signature TD run against New Orleans last year in the playoffs.  Blount’s TD run had a little bit of everything.  He showed strength, carry, stiff arm, trucking, elusiveness, agility and all of those should go up two points.  It wasn’t only that run though, he had been running strong and hard all game.  As suggested in the article, his trucking is already at a 98, let’s go ahead and move him to 99.  Blount is a force in Madden NFL 12 also as I have witnessed first hand how unstoppable he can become if you give him room and short yards.  In real life though I thought the Bucs did a pretty good job at playing with the Champs at first but they are who we thought they are; World Champions, and it’s going to take more than a beastly run to dethrone the Packers this year.

Well that’s it for this week for me but read Aaron’s article and join in the discussion every Tuesday night on Game Changers Radio.

The Madden Ratings Debate rolls on Facebook,  Twitter (#MaddenRatingsDebate) and the Madden NFL forums. The Facebook discussion generates a lot of heat each week as fans like you make the case for their favorite players. And for some reason San Francisco 49er fans are partial to Twitter, and it’s only getting stronger. You heard it on the Madden NFL 12 podcast, Donny Moore is paying attention to all of our conversations on all of our platforms so let your voice be heard. The ratings debate is happening all the time in living rooms, locker rooms and centers of football activity everywhere; we’re glad you’re joining us here to contribute.

Be sure check in with Aaron on Twitter (@aboulding) throughout the week as well because the playoff picture is coming into focus.

EA Delivers Meaning Behind the Disconnect Messages

Written by Shopmaster on . Posted in Madden Articles, Madden News

juliojones

We’ve all seen it or at least heard about it.  You know you go online to play some Madden NFL 12 and you are dominating your opponent and then a message pop’s up that says “Connection to peer has been lost”.  You swear your opponent quit or pulled but did he?

In an attempt to clear things up, EA has just released a blog explaining the details of their online server questions, and attempt to give the fans a better explanation.

You can read the whole article here.

Hello Madden fans – I’m Alec Antrim, Online Lead for Madden NFL 12.  We’ve seen a number of questions that focus on a few key technical areas of the Madden NFL 12 online gaming experience, and felt it was the perfect opportunity to provide some context to the following areas: Excessive Grieving, Lag, Peer Disconnects/Quits, and Skill Point vs. Level.  Let’s take a look at each separately:

- Excessive Grieving

In order to maintain a fun, competitive environment, we must monitor users for behavior that alters an opponent’s ability to play Madden NFL 12.  As such we have a number of metrics that are monitored in-game which we consider potentially “grievous”.  Thresholds for these metrics are maintained on our servers, and when players repeatedly perform actions enough times to break that set threshold, they are kicked for “Excessive grieving”.  Some of these are obvious, such as the user drawing too many offsides, encroachments, and false starts penalties. NOTE: These are USER behaviors. You are not at risk if the CPU happens to draw these penalties without user input.

The more obscure kicks, however, come in the form of being removed for “Network Timeouts”.  Without going into too many details, these occur because we have determined that something on your end is degrading the gameplay experience for your opponent.  This type of kick is only used in more extreme situations, because we do not want to kick users who are not acting maliciously. However, the bottom line is, if you are kicked for “Network Timeouts” it is because something on your end of the connection is degrading your opponent’s play experience (i.e inducing lag, hitching, etc).

In the past, many of these issues were simply communicated to the user in the form of a “Peer has Disconnected” popup.  Based on community feedback, we decided to communicate why the peer was kicked instead of identifying it as a general problem.  In short, nothing has changed on the functionality side, we’re simply now accurately communicating to users why games are ending.

- Lag

There is a very common misconception that head-to-head games are laggy due to poor EA server performance, but that’s not the case. When you enter a head-to-head game, the lag is determined completely by the connection to your opponent.  There is no middleman in this situation, so any lag experienced is a result of the connections from you and your peer.  The exception is in Online Team Play, where all connections do go through an EA server, to prevent having up to 6 connections that could impact the gameplay experience. In Online Team Play games, it is actually possible for the server to be at fault for some lag.

- Peer Disconnects / Quits

There is some confusion on what happens when you receive a “Connection to peer has been lost” or “Your opponent has quit the game” popup. In the case that your opponent quits a ranked game, the game is treated as if you won, regardless of the score.  Madden NFL adheres to a “Last man standing wins” rule for incomplete games, so even if your opponent was winning when they left the game, you will receive the win.

The slightly more confusing case is a disconnect.  If a disconnect happens because of an EA outage (even though head-to-head games don’t go through the EA servers we do require you to stay connected to them while playing) then both users would be disconnected and the game would be thrown out.  In the case that only one user disconnects, then the disconnected user is treated as a quitter and is given a loss (and the remaining user is given a full win).  The reason being, it’s impossible to detect a legitimate loss of connection vs. someone simply pulling their network cable.  As such we have to assign full blame to the user who lost connection.  If you receive a “Connection to your peer has been lost” and you note that you received a game loss, then that indicates that your connection has failed while your peer was able to stay logged in.

- Skill Points vs. Level

In previous years, people were matched up based strictly on their level which is an ever-increasing stat based on how frequently you played Madden NFL.  The problem with this system, however, was that you could be a lesser skilled Madden NFL player and still be continually matched up with increasingly difficult opponents simply because you played more often.  Skill points, on the other hand, are a system very similar to a vast number of other league-type systems whereby we try to hone in on your skill as compared to the rest of the population, and then use that skill to match you against someone of similar skill.

If you beat someone of your same skill level, you are awarded a fair number of points.  If you beat someone of a much lower skill level, you are awarded fewer points.  If you beat someone of a substantially higher skill level, you are awarded more points.  Over time, you should expect to have found your true skill rating against the rest of the Madden NFL population when you are hovering around a 50% win ratio (playing against evenly matched opponents is giving you a 50/50 shot of winning).  The benefit here is that the more accurate your skill point rating is, the better your matchups will be.  It also means that those sitting at the top of the leaderboards are the gamers who are able to consistently win against the rest of the top players, rather than just individuals who play more frequently.

—————————————–

Shopmaster’s Thoughts

Look, this is nothing new.  I’ve been trying to figure out why EA just doesn’t go to a more dedicated server where we connect to their servers like we do for OTP and then it wouldn’t matter what type of connection they have.  I really think this is a serious problem that should have been addressed years ago.  No other sports game do I have more connection problems than Madden.  Not any of their other sports games or any other developer sports games.  Something needs to be done.

Is it time for a Tuner Update?

Written by Shopmaster on . Posted in Madden Articles 2 Comments

Tuner-Set-Madden

I’ve been reading a blog called SportsGaming that has been publishing some great articles about Sports Gaming.  One of their recent articles talk about what needs to be tuned in Madden NFL 12.  Some of the things they talked about needing tuning have been Toss Plays, QB Sneaks, 4th Down %, Interceptions, User Control, and some others and go in some detail of what needs to be fixed.

While I agree with everything they have on their list, I somewhat disagree with how some of the details of why it’s broken in the first place … specifically with User Control.

Here is an excerpt of the article including that of which User Control is a problem:

4th Down Percentages -We touched on this in our Interview with an ex-Tiburon developer, but we have to reiterate it as much as possible. FOURTH DOWN PERCENTAGES ARE TOO HIGH. How can the same people that understood that the success rate of the Surprise Onside Kick could ruin gameplay if it was too high, not get that the too-high 4th down conversion rate is hurting Madden. There’s one reason and one reason alone why people insist on going for it in situations where it would normally not take place: They have success. The NFL 4th Down conversion rate isn’t even 40%. So why does Madden reward non-football behavior with foolishness like tipped passes being caught and other elements that seem to help offenses? It’s common knowledge that it motivates defenders when teams disrespect them and go for it on 4th down frivolously, we need to see a much lower conversion rate with elements like batted passes at the line of scrimmage, deflections, dislodges from big hits, false starts and even holding calls to change people’s behavior when it comes to going for it on 4th down.

User Control – While we understand the ability to make the game more user-friendly, its been dramatically overdone in Madden 12. To the point where players can circumvent drawing up gameplans and defenders by simply throwing the ball up to a receiver, taking control and simply out-jumping or bumping off the CPU defender. This is ludicrous.Where are the offensive pass interference calls when user-controlled WRs purposely knock our defenders off their path to gain an advantage? The lack of pass breakups from big hits and dislodges really stands out and hurts gameplay here. Like we’ve stated many times before, there isn’t a downside to throwing into coverage. If the pass isn’t intercepted or deflected–its a catch. Its just as bad on defense, where we now see all manner of gimmick defenses that are successful because user control allows us to negate blocking and burst a LB/DE through the line or click on the defender closest to the ball and intercept/deflect the ball regardless of the skill level of the player and because the speed burst is NOW on defense. We’re all for user-friendly, but the current settings have LBs covering WRs effectively and other foolishness. This needs to be addressed. Doubt how big an issue this is? Here are a series of videos taken from an online game that illustrate how bad things are. As long as we lack defender jumping animations, deflections and dislodges, gameplay will continue to reward the “throw it up and user catch” offense.

I love the 4th down % breakdown and that definitely needs to be fixed, even if you instituted a “Fair-play” option to games.  I think you would make the game better for everyone if Tiburon adjusted their thinking on this. Here are my thoughts.  They are 100% right in the fact that people do this because they can.  They go for it on 4th down, no matter where they are on the field and no matter what the distance for the first down is.  Then when they fail to convert, their opponent is in better position to score than if they had punted.  Thus making for some lopsided games and in most cases a player quitting, pulling, or just cutting their game off because they are getting blown out.  EA SPORTS needs to save these people from themselves is what I’m saying.  New players have bad experiences playing Madden because they don’t know real football and they get penalized because they go for it and then can’t understand why they are getting blown out.  This works on the other end also when you are playing someone that is good, but you call the right defense, you catch them off guard and force a 4th down and 2.  It’s frustrating for that player that made the stop to see his opponent in a 4th down situation going for it because he can and because there are no consequences when he hurry’s up and do the same play and converts the first down.  The solution to me is easy, you either limit the ability to go for it on 4th down (Fair Play) or like the article suggest, you decrease the probability of conversion.  Here’s a suggestion, use the new DPP to trigger this option.  Meaning on 4th down there is another trait like clutch and some guys have it and some guys don’t and the guys that don’t have it will most likely come through.  Nothing worse that your opponent hitting a slot WR who’s overall is 60 and he get’s hit by Ray Lewis and holds on for the first down.  Shouldn’t happen.

Now the other discussion or debate is this whole user thing.  In the article it says:

As long as we lack defender jumping animations, deflections and dislodges, gameplay will continue to reward the “throw it up and user catch” offense.

I disagree with this statement. I see way more deflections at the line of scrimmage than I ever have in any other Madden.  Guys get hit and drop the ball all the time and the linebacker still jumps up to bat the ball down consistently.  So this notion of lack of all of that is wrong in my opinion.  I think what they really are talking about is Jetpacking and guys who take control of their WR and user catch.  The article makes it seem as if this is unstoppable and it is not, you just have to click on as well.

Here is the debate we are having in the comment section:

Shopmaster said…

About the user control: I think it’s fine and if you as a defender is not going to click on then you shouldn’t complain when someone else does it and makes you look foolish. You have every opportunity to go underneath that WR and press L1 or LB and swat that pass away. Instead you complain you want it fixed.In those “JetPacking” videos you uploaded, you are throwing to a 6’5″ WR with 90+ SPC and the DB makes no attempt to break up the pass. Not one of those videos did I see the person taking the DB even attempting to break it up. Now the rocket Catch is a different story, but you can’t get mad when a person takes control of his WR and goes and gets the ball why you rely on the CPU to do the work for you.Nice article!

MAG Worldwide said…

we’re glad you liked the piece. To be fair, many are looking for a SIM where NFL players play like their real-life counterparts, EA seems to have missed the boat here. This alarmed us because it was against one of the game’s best secondaries. Its the reason games like 2K and FIFA have left Madden behind. We shouldn’t have to click on players so that they make the plays they’re supposed to. also, where are the DB jumping animations? How can gameplay be balanced without them? lastly, imagine that flawed rationale in NBA 2K. can dwight howard get dunked on? certainly. can it happen at will with a player using nate robinson just because he knows how to trigger an animation? probably not (and thank God)thankfully there are true SIMs that let players resemble their real-life counterparts i.e. Howard swatting that mess into the 3rd row. in the immortal words of the czar…play football–not videogames.

Shopmaster said…

Mag Worldwide,I understand your point but if that’s the case why are you clicking on and jumping like that with your WR. You say you shouldn’t have to click on players to make the plays that they are supposed to but you have to do that on both ends. You can’t have one person click on, weather it’s offense or defense, and then claim the other players man should have defended it. Before you clicked on to the WR, the DB was in perfect position to swat the ball away but you clicked on to move your man in a better position to get the ball, the same can happen for the defense. The user should get rewarded for clicking on and making moves to get the ball as well as the defense if the WR doesn’t click on. This is a game you play, not watch the computer play. Just my opinion. The DB has animations, I’ve intercepted plenty of balls when I take control of the DB and move in front of someone that doesn’t click on. Are you saying I shouldn’t do it, if so then you shouldn’t click on your WR.Ok, next time you play get Brandon Banks and try to trigger those same catch animations. You can’t can you? You know why? Because he can’t do it in real life. In real life Vincent Jackson makes those plays. That’s true SIM right. He triggers it because he has a high rating in Jump and in Spectacular Catch so everyone can’t do it.

MAG Worldwide said…

i guess thats our concern. We shouldn’t have to click on a player like Revis for him to be a shutdown corner, because he’s that ANYWAY. if that’s the case why even have NFL players or ratings? just rate everyone a 70 and let user control determine what happens. But if we’re going to have NFL players, represent them with the skillset they have in reality. we got another video where a guy did the same thing with Devery Henderson, he’s not 6’5″ nor is his SPC high so whats the excuse this time? we’re all for user control within reason but this time it hurts gameplay. Give DBs the same jump animations WRs have so that gameplay is balanced. defenders shouldnt just watch a guy sky for the ball helplessly.

MAG Worldwide said…

we were sent those videos and pics from a user on PS3. phillip rivers had 500yds throwing to covered receivers and V. Jackson and Malcolm Floyd both had over 200yds receiving. we’re abou to do an article on the return of the jetpack. thats SIM? we disagree…spectacular catches should be animations that we see every once in awhile. they’re NOT routine. and certainly not an animation a player should be able to trigger at will.

Shopmaster said…

I totally understand where you are coming from and I have the same concerns, my only problem is that you are clicking on with your WR but the DB isn’t. If you say you shouldn’t have to click on a player like Revis, then I say you shouldn’t have to click on to a player like Vincent Jackson.None of these games play like they are supposed to. When you play MLB: The Show do lesser named guys never get a hit off of Roy Halliday (CPU) when you control the batter. No, you can still get a hit off of him. In NBA 2K if you control someone on offense don’t you have an advantage over someone who doesn’t.I have played against guys that try to jetpack and I have stepped in front of them and hit the swat button so it’s not like the DB’s don’t have the ability to stop it and don’t have animations, you just have to click on.

I’m in no way saying Jetpacking is SIM, but it’s not unstoppable as it was in 06. I also agree that DBs need some more animations.

Love the debate.

 

 

So what side of the fence to you fall in?