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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
# 61 Cowboy008 @ 05/15/17 10:12 AM
When asked how noticeably different are these modes? Is it just sliders? Rex tweeted

Quote:
 
# 62 jfsolo @ 05/15/17 10:16 AM
Quote:
Originally Posted by ehh
I hope Arcade and Sim aren't simply masking Rookie vs All-Pro on recent Maddens. Meaning if you select Arcade, you're playing on Rookie, etc. I hope there is an obvious difference in the two styles.
Quote:
Originally Posted by Jarodd21
From what I'm seeing for each mode you can still adjust the skill level. I was afraid if I choose simulation I would be stuck with Pro or All-Pro. It looks like I can put it on Simulation and crank it up to All-Madden which we would be a great thing for me. I have yet to play a Madden game where All-Pro resulted in a challenge for me personally.
Yeah, in that tweet above, Rex said that he was playing on competitive style with all pro difficulty, so it seems clear that the different styles are not just replacements for difficulty levels.
 
# 63 NDAlum @ 05/15/17 11:48 AM
Quote:
Originally Posted by howboutdat
Yeah , im with you on this. I dont really see how , even in comp mode, you just have guys never drop catches or ints either one. If so then your team could just be anyone , any bum in game and they play like randy moss or deion sanders. That dont seem to make total sense imo, but i can see what your saying as the case, they get + 5 or something boost to all their attributes in comp mode or something.
But isn't that what the online competitive guys want? They want stick skills to trump everything else. Why would they want player ratings to matter? Then it would be who picked the best team gets a huge advantage. It should be a fair play type situation where teams are essentially the same ratings so user skill dictates the outcome.
 
# 64 howboutdat @ 05/15/17 11:56 AM
Quote:
Originally Posted by ehh
I hope Arcade and Sim aren't simply masking Rookie vs All-Pro on recent Maddens. Meaning if you select Arcade, you're playing on Rookie, etc. I hope there is an obvious difference in the two styles.
Rex was asked earlier how noticably different each 3 mode played . here is his response:

"Rex Dickson‏
@RexDEAFootball

Replying to @AmazonDon703
You'll have to decide for yourself but for me it is like playing 3 different games. Definitely more than just sliders involved."

https://twitter.com/RexDEAFootball/s...19749546049536
 
# 65 TheBleedingRed21 @ 05/15/17 12:36 PM
This is why I've said the tuning will be huge. Look where they went on M17 with the sack fumbles etc.. they had to tune to please the greater good.. now they can tune each setting to please that user base. I think this will be huge in regards to that.
 
# 66 OhMrHanky @ 05/15/17 12:41 PM
Quote:
Originally Posted by NDAlum
But isn't that what the online competitive guys want? They want stick skills to trump everything else. Why would they want player ratings to matter? Then it would be who picked the best team gets a huge advantage. It should be a fair play type situation where teams are essentially the same ratings so user skill dictates the outcome.


Yeah, I think the ratings still have to matter. If not, why pick any particular team with any particular players. Best example I can think of is an avg WR with like, 70 spec catch. If playing with this guy, and I press Y for aggressive catch, he should still struggle with it. So, I mean, ratings have to (and should) matter to some degree. I think that's the tweak, the overall 'degree'.


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# 67 Pokes404 @ 05/15/17 12:43 PM
I think this has a chance to be a real difference maker. In my opinion, the game has been so tuned towards the online, competitive crowd over the years that it's robbed the game of some of the randomness that makes the game feel more organic. It's what turned me off to the series years ago. And I get it. People don't want random events to cost them a game when they're playing competitively. That's why you didn't see as many missed throws, easy drops, bad snaps, penalties, etc. Now that the competitive crowd has a dedicated style that puts the emphasis on stick skills, maybe we can put the emphasis on ratings and introduce some of those random elements back into the gameplay for those who want it.

It was always going to be impossible to please both crowds with one style of gameplay. And while I don't want to get too far ahead of myself (we'll have to wait and see how this actually works out), I think this has a chance to be a real game changer for the series.
 
# 68 JoshC1977 @ 05/15/17 12:58 PM
Quote:
Originally Posted by howboutdat
Rex was asked earlier how noticably different each 3 mode played . here is his response:

"Rex Dickson‏
@RexDEAFootball

Replying to @AmazonDon703
You'll have to decide for yourself but for me it is like playing 3 different games. Definitely more than just sliders involved."

https://twitter.com/RexDEAFootball/s...19749546049536

I'm actually pretty stoked to hear that the three game modes have a different feel. I was thinking about this over the weekend and at first I was concerned that "Simulation" would merely be what we have now. But, then it dawned on me...what we have right now on M17 is very much a "compromise" setting (attempting to balance the needs of all of the different communities). But, in watching a little of the tournament this weekend, it is clear that how I play the game (as a sim player) versus how the tourney guys play are just two entirely different things (not a judgment, just stating a fact). Trying to find a balance to appease two vastly different styles of play would be a nearly impossible task and alienating one group to appease another is what causes so much angst within the overall community. Regardless of how well it works, I applaud EA for making the effort for M18.
 
# 69 TheBleedingRed21 @ 05/15/17 12:59 PM
Quote:
Originally Posted by OhMrHanky
Yeah, I think the ratings still have to matter. If not, why pick any particular team with any particular players. Best example I can think of is an avg WR with like, 70 spec catch. If playing with this guy, and I press Y for aggressive catch, he should still struggle with it. So, I mean, ratings have to (and should) matter to some degree. I think that's the tweak, the overall 'degree'.


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That's the point of competitive play. Who cares how someone is rated? Stick skills trump that. That's what competitive gaming is about.
 
# 70 NDAlum @ 05/15/17 01:19 PM
Quote:
Originally Posted by OhMrHanky
Yeah, I think the ratings still have to matter. If not, why pick any particular team with any particular players. Best example I can think of is an avg WR with like, 70 spec catch. If playing with this guy, and I press Y for aggressive catch, he should still struggle with it. So, I mean, ratings have to (and should) matter to some degree. I think that's the tweak, the overall 'degree'.


Sent from my iPhone using Tapatalk
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.
 
# 71 N51_rob @ 05/15/17 01:24 PM
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.
 
# 72 JoshC1977 @ 05/15/17 01:28 PM
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.
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.
 
# 73 SolidSquid @ 05/15/17 01:29 PM
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
 
# 74 DeuceDouglas @ 05/15/17 01:50 PM
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.
 
# 75 OhMrHanky @ 05/15/17 02:10 PM
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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# 76 NDAlum @ 05/15/17 03:58 PM
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.
 
# 77 LBzrule @ 05/15/17 04:25 PM
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.
 
# 78 fballturkey @ 05/15/17 06:10 PM
Quote:
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.
 
# 79 LBzrule @ 05/15/17 07:02 PM
Quote:
Originally Posted by fballturkey
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.
I drafted him and turned him into my kind of guy. EA just gave me the blueprint for what I was looking for. HE didn't start with those ratings. I developed him. He started with like 85 truck as a rookie. Superstar Dev. I had him as a focus player EVERY WEEK.
Second, you are damn right I know what I'm looking for for my offense. Why wouldn't I know what I want? I want a player with a specific set of abilities to plug into my machine.
I like power backs as my primary guy and a speed back as the secondary guy. He has a weakness though in that he's injury prone. He's been hurt two seasons in a row. This will be year 3 for him. So when he got hurt as a rookie, I had to scour the waiver wire for another power back. That guy serviceable but he's not really that good. Mostly just a goal line back. My offense completely changes when my Superstar HB gets injured.

It needs some work but I like that the emphasis in cfm is that you can build the type of team that you want to build. I've built my team around my HB and OL. We are going to run one way or another. I always draft one or two OL every draft and just develop. I'm finishing in the top 5 rushing every time. I run and then that opens up the pass for me.
 
# 80 StefJoeHalt @ 05/15/17 10:05 PM
Quote:
Originally Posted by DeuceDouglas
To the bold, I've been thinking about this and I think it was your interaction with Clint that I saw on Twitter where he was talking about time in the pocket being 1.5 seconds and he said something along the lines of "1.5 seconds is 1.5 seconds" and while that is true the mechanics available to evade pressure in Madden are no where near where they are in reality. All you can really do is try to run wide and get outside in Madden and QB's rarely break tackles so when there's pressure it's almost always a sack. I definitely agree with you though but it's something I'd be willing to be more lenient on because of those things. If O-lineman (and backs) were smarter and there was more engaging and steering than shedding and running free then I'd for sure be with having an ultra realistic amount of time to throw especially now with what target passing could entail.



And I don't know if these separate settings will change anything inside CFM but I could definitely be on board with that. And 100% agree with the kick meter and tackle battle. Those are the exact type of options I want to see this year.


Deuce I agree with you that part of the issue is blocking, QB evading system..but the other half of the issue is ratings..most QB don't break tackles cause their Elusive rating is so low..this includes as an example guys like Big Ben who is elusive by nature due to his size, or Romo when he is broken into two pieces..second part of the ratings problem is pursuit rating by Dlineman..this rating at times overrides basic speed, acceleration, agility, and stamina..causing lineman to close on QB's wayyyy too fast..now not talking about the K Mack's, and top flight edge rushers who are top athletes but DT's or large 3 tech DE's.


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