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Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Old 05-18-2015, 12:41 PM   #361
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by roadman
I recall LBz mentioning when he was at Community Days, they would see a addition one way and when the game released, it came out another way.(not all additions)

Also, last year, during one of the blogonars, I recall specifically the EA team focused on a few errant throws by QB's. I was, at that time, happy they put it into the game.

This feature was not found at release time unless you really lowered both QB ACC.
Wonder if it comes down to testing.

Are there any good articles/insights on EA's testing process?
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Old 05-18-2015, 12:45 PM   #362
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by ggsimmonds
Madden should just straight up rip off The Show's progression where it is directed but not micromanaged.

Under team management let us set progression/development paths for each player. Let me tell Torrey Smith to work on his possession type WR attributes and his progress could be determined by a combination of inherent potential and production.

User has control but it does not limit the system in the same way the XP system does.
This would be an immediate improvement to the game.
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Old 05-18-2015, 12:45 PM   #363
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by jpdavis82
Literally every one of those issues, I or someone else mentioned to the devs. I can't really say what the answers were either way due to NDA, but they had legitimate answers for all of them.
When the NDA ends, I expect to see answers about that because we've never heard them before.
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Old 05-18-2015, 12:51 PM   #364
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by roadman
I recall LBz mentioning when he was at Community Days, they would see a addition one way and when the game released, it came out another way.(not all additions)

Also, last year, during one of the blogonars, I recall specifically the EA team focused on a few errant throws by QB's. I was, at that time, happy they put it into the game.

This feature was not found at release time unless you really lowered significantly both QB ACC.
Did they patch them back in, because I just played on CFM Saturday and I saw 5+ errant passes per game by Jay Cutler and Geno Smith(CPU) then when Rodgers got hurt I threw several myself with Flynn & Tolzien.
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Old 05-18-2015, 12:52 PM   #365
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by roadman
I recall LBz mentioning when he was at Community Days, they would see a addition one way and when the game released, it came out another way.(not all additions)

Also, last year, during one of the blogonars, I recall specifically the EA team focused on a few errant throws by QB's. I was, at that time, happy they put it into the game.

This feature was not found at release time unless you really lowered significantly both QB ACC.
I saw the same video as you did and you are right that they are non existant without slider tweaks.

My theory is 1) When the devs are trying to show a feature like errant throws, they tweak the game so that it shows that feature more often. 2) that the feedback they received from gamers was frustration that QBs would randomly throw errant balls and they had no control over it. Keep in mind, QB's have been too accurate for years and many Madden players did not appear to care about this issue.

Im happy that they are in the game at all even if it takes slider tweaks. Thats really all i'm asking for. I love the Show and NBA 2k and neither of those games play "sim" enough for me out of the box. With slider tweaks those games ar damn near perfect. Thats all I want from Madden....the ability to tweak the game to make it more "sim"
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Old 05-18-2015, 12:52 PM   #366
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by ggsimmonds
Madden should just straight up rip off The Show's progression where it is directed but not micromanaged.

Under team management let us set progression/development paths for each player. Let me tell Torrey Smith to work on his possession type WR attributes and his progress could be determined by a combination of inherent potential and production.

User has control but it does not limit the system in the same way the XP system does.
I've never played The Show, so bear with me / please explain to me any fine points I miss. That said:

Mechanically, what is the difference between
  • "telling Torrey Smith to work on his Run Routes / Catch In Traffic ratings // become a better possession receiver", with the game deciding how much those ratings increase based on his statistics and a potential rating (is this a development pace modifier or a growth cap? I'm assuming the latter)
  • explicitly increasing Torrey Smith's RRT / CIT ratings as the user's discretion by directly spending experience gained from on-field performance (as opposed to spending XP to increase any other ratings), with the rate of progression of those ratings affected by a player's development pace modifier
The two difference I can think of are ( A ) a cap on player growth at some point - which I gather from your message The Show has, while Madden obviously does not explicitly have this (ratings' costs increase with player age, generally, but hypothetically it is possible to progress a 32-year-old RB dramatically if he has a bonkers season and gains a ton of XP) - and ( B ) a more authentic presentation of player development at the expense of user control; The Show is more limiting, not less (which depending on your view point is potentially a good thing). It's hiding the inner workings of the player progression system for the sake of presentation, whereas Madden is exposing all the levers available for the sake of user control and customization.

Is there anything I'm missing, beyond that? This isn't intended as a criticism, I'm just trying to understand the difference because right now I don't see any major functional difference. And again, I've never played The Show, so please enlighten me if I've missed something.

Last edited by Hooe; 05-18-2015 at 12:57 PM. Reason: adding an example
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Old 05-18-2015, 12:53 PM   #367
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by jpdavis82
Literally every one of those issues, I or someone else mentioned to the devs. I can't really say what the answers were either way due to NDA, but they had legitimate answers for all of them.
From past experience with EA, I would have to assume that, yes, these issues were brought up, and in reply EA said something along the lines of, "not enough time this year, maybe next," or "We tried to implement but it broke another part of the game," or "We do not have the power in the consoles to do that yet." etc etc
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Old 05-18-2015, 01:06 PM   #368
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by jpdavis82
Did they patch them back in, because I just played on CFM Saturday and I saw 5+ errant passes per game by Jay Cutler and Geno Smith(CPU) then when Rodgers got hurt I threw several myself with Flynn & Tolzien.
I just played a CFM last Friday, Packers vs Seahawks, after several months of slider testing:

Wilson- 93%

Rodgers-84%

I'd like to see the testing CPU vs CPU or Human vs CPU.

I rarely hear the Madden team testing that way, it's usually human vs human.
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