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Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Old 05-15-2017, 01:24 PM   #73
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

At the highest levels of competitive play, the teams are very similar from a roster stand point. Just look at the Madden Championship. Just about every team had Deion Sanders at nickle Cb to blitz and Chad Johnson, Randy Moss and Aaron Rogers at WR and QB. Some teams went slightly different. But most of those teams looked very similar at the skill positions.
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Old 05-15-2017, 01:28 PM   #74
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by NDAlum
I think that eliminates the point of competitive game play. It's no longer user v user and it's a roll of the dice with the ratings, which is essentially what gets complained about the most by that demographic from my observations.

Or do they just want to pick and choose what ratings matter?

If you're gonna get to the point where the ratings matter regardless of user input then I'd start implementing more user catching in my game. I don't do it now because it's too easy and you can manipulate the AI and ratings typically don't seem to matter to me.
Well...ratings have to matter to a degree...otherwise, they might as well just play with a bunch of guys named Joe Random.

My assumption is that they would want the physical ratings to still matter, but the effect of the AI and skill ratings to be less impactful.
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Old 05-15-2017, 01:29 PM   #75
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Quote:
Originally Posted by NDAlum
I think that eliminates the point of competitive game play. It's no longer user v user and it's a roll of the dice with the ratings, which is essentially what gets complained about the most by that demographic from my observations.

Or do they just want to pick and choose what ratings matter?

If you're gonna get to the point where the ratings matter regardless of user input then I'd start implementing more user catching in my game. I don't do it now because it's too easy and you can manipulate the AI and ratings typically don't seem to matter to me.
It seems like a fine line. I'm asking for stick skills to matter in terms of ratings. What I mean is i should be able to play well with 70 rated rb but no matter how good my stick skills are he shouldn't play as well as an 80 rated rb
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Old 05-15-2017, 01:50 PM   #76
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Quote:
Originally Posted by NDAlum
Or do they just want to pick and choose what ratings matter?
I think so. There's a lot of contradiction that goes on.

They seem to want ratings to matter but user input to also trump it at the same time. So if that's the case why choose Aaron Rodgers over Tebow? Ratings say Tebow should be inaccurate as hell but user input says you made the right choice so the ball should go exactly where you want it to.

And if it's not all or nothing there's always going to be the conflict where one player feels like they're getting screwed by the random kind of stuff even if the ratings or situation dictate that it's something that should happen. The guy yesterday was complaining the whole game that his receivers kept dropping passes and by the way he was talking probably felt like he got screwed but also ignores that a lot of the dropped passes he felt he deserved to catch were balls thrown into triple coverage where his guy just gets destroyed and pinballed around.
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Old 05-15-2017, 02:10 PM   #77
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

It'll be interesting if Rex gives a detailed explanation answering these types of questions. In the past, madden never really gave away what's under the hood. But, Rex's team has been the most open I recall. Maybe, he'll break it down later in a blog. I'd love to see it in game, though. Which might be difficult to do live. But, I'd go for some pre-played game vid capture footage with him explaining, 'this is why the catch was made. The user did it.' Or, 'see, the user made the right play to swat, but Julio is still too tough to defend, so he catches it.' But, either way, I think Rex will probably have a little video session on twitch or something closer to game day to give a better feel for it. It's funny, they finally give us the separation we've been asking for, but now everyone says, 'wait. What does that mean, exactly. I MUST KNOW BEFORE I CHOOSE!!!' Lol


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Old 05-15-2017, 03:58 PM   #78
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

I want everyone to matter.

I want the players to matter, including the long snapper.
I want the coach to matter, even the assistants.
I want the trainer to matter. I want the GM to matter.
I want the scouting department to matter.
I want the fans to matter.

I want simulation.
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Old 05-15-2017, 04:25 PM   #79
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

Quote:
Originally Posted by SolidSquid
It seems like a fine line. I'm asking for stick skills to matter in terms of ratings. What I mean is i should be able to play well with 70 rated rb but no matter how good my stick skills are he shouldn't play as well as an 80 rated rb
I'm going to disagree somewhat. I think EA has done a good job of helping guys find OKG's (Our Kind of Guys) with the ratings. For instance, my cfm starting HB right now is only a 77 OVR. However, he's a power back and I expect a lot from him because:

Truck = 93
Carry = 90
Speed = 90
Acel = 90
Stiff Arm = 91

His overall might not be 80 but if an 80 ovr RB does not have his skills then he should easily outperform the 80 ovr all player. I like that they have made it not so much about ovr but skills and finding guys with the skills that fit what you want to do.

Now I do agree that how the ratings on offense come together with those on defense needs some explaining because sometimes it just doesn't make sense.
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Old 05-15-2017, 06:10 PM   #80
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Re: Some Madden NFL 18 Game Style Details Revealed - Arcade, Simulation, Competitive

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Originally Posted by LBzrule
I'm going to disagree somewhat. I think EA has done a good job of helping guys find OKG's (Our Kind of Guys) with the ratings. For instance, my cfm starting HB right now is only a 77 OVR. However, he's a power back and I expect a lot from him because:

Truck = 93
Carry = 90
Speed = 90
Acel = 90
Stiff Arm = 91

His overall might not be 80 but if an 80 ovr RB does not have his skills then he should easily outperform the 80 ovr all player. I like that they have made it not so much about ovr but skills and finding guys with the skills that fit what you want to do.

Now I do agree that how the ratings on offense come together with those on defense needs some explaining because sometimes it just doesn't make sense.
What I don't like is that you automatically know that this is Your Guy, and you can sift through every player's exact ratings to find the best one for you instead of having to scout players out and take risks. A five year veteran? Yeah, most teams are going to know the book on a guy. Their first 2-3 years in the league though we shouldn't know them so exactly.
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