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Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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Old 05-19-2016, 12:52 PM   #89
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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.
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Old 05-19-2016, 12:54 PM   #90
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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
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Old 05-19-2016, 12:57 PM   #91
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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.
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Old 05-19-2016, 01:01 PM   #92
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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.
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Old 05-19-2016, 01:06 PM   #93
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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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.

Last edited by 4thQtrStre5S; 05-19-2016 at 01:09 PM.
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Old 05-19-2016, 01:09 PM   #94
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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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)...
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Old 05-19-2016, 01:12 PM   #95
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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..
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Old 05-19-2016, 01:17 PM   #96
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Re: Madden NFL 17 Has Ball Physics, New Ways to Eliminate Money Plays & Much More

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.

Last edited by 4thQtrStre5S; 05-19-2016 at 01:20 PM.
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