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**Official Madden 2010 Wishlist Thread**

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Old 08-30-2008, 09:07 PM   #71 (permalink)
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Re: **Official Madden 2010 Wishlist Thread**

I created a new thread for this but was told to put this in the wishlist thread:

This is what we want. Have your designers and programmers work on this for 2010 please. Also the animations are very good in the videos.

Halftime show should be like this:

http://www.youtube.com/watch?v=w9O6jKorLRo


Postgame show should be like this:


http://www.youtube.com/watch?v=zpynj9vkxI0


Sportscenter show or make an NFL Network WEEKLY show like this:

http://www.youtube.com/watch?v=lkstmhFuwOQ


1. The above things.
2. Animations
3. Progression.
4. Crowd Reactions
5. Actually ACTIVE sidelines
6. Robust Franchise - Yes we want to edit ticket prices, concessions, hats, tshirts, devote money to TV/Radio/Newspaper, etc.
7. More indepth robust injuries.

I could go on for a while...look at 2k5 and thats what we want with Madden 09's graphics, grass and stadiums.

Thanks.
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Old 08-30-2008, 09:53 PM   #72 (permalink)
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Re: **Official Madden 2010 Wishlist Thread**

Why the narrow-sighted "AI" is a problem on Madden and NCAA


Quote:
Originally Posted by Deltron
I have no doubt that they already have a few people working for them with plenty of real life football knowledge, but I wasn't referring to consulting people from the board on these issues...

I think they should hire or consult with football coaches, college level or higher, who could come in and really nail down the inner workings of coverages, fronts and run fits, detailing all of the techniques and teaching points for each individual defender which comprise the whole of the scheme. There are going to be a lot of if .. then scenarios to be worked out and I think you need to go to the experts to get that right.

I think the game shows a 'basic' understanding and representation of defensive concepts, but to go further with the AI you're going to need to hire the big guns to get it right. If we want the AI to show an awareness of the defensive and correctly distinguish between multiple priorities, those priorities have to be rock solid at the outset.




Good idea, but we already do this, except with real NFL coaches. We have no less than 5 NFL coaches (from Quality Control guys to off and def coordinators - Mike Mularkey & Jim Schwartz for example) each year come in and meet with us and talk pure football. A lead programmer and myself even flew to Cincinnati and were given a full day overview of the Bengals defense by Leslie Frazier a few years ago - they treated us just like were rookies. (Awesome experience btw)

So to clarify, your statement about us having to "hire the big guns" to get it right is not entirely true...I can tell you that we have designs written and notes taken that if all implemented could make true-life NFL AI. The problem lies in the fact that AI is without a doubt the most complex area of programming. I'd even say more-so than graphics/rendering. And the even bigger problem is that AI is hamstrung by animation. So even if we have the most advanced d-line gap assignment/technique system that's humanly possible, we have to have a very large amount of animation coverage to make it look like it's working. They go hand in hand.

So I guess what I'd sum it up with is...the AI that you all are talking about above IS the future of the Madden franchise. Without a doubt. We all know what needs to go in...I'm not an exploit guy or a tourney junkie; I'm all about creating ultra-realistic gameplay and finding the best way to still make it really fun to play. When I get my ultimate game, jet-packs won't matter because your receiver will end up out with a concussion. And nano's won't exist because real gap assignments will over-rule everything. The NFL license has actually given us this all-access approach to coaches so that's why we're set up so well for the future. But it takes a lot of time to do things like this. I mean we chose to re-write man coverage in full in 08 and that took over 10 weeks from one programmer to finish...and even still it doesn't feel "perfect" because we don't have the correct animation coverage to match it. None of this will come overnight...but I'd be interested in hearing what you all think are the most high priority issues...







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Re: Why the narrow-sighted "AI" is a problem on Madden and NCAA


Quote:
Originally Posted by rhombic21
Obviously you've been beaten up about this pretty badly, but I definitely think line play, on both sides, and zone coverage are the two biggest priorities right now.




Ditto. It all starts with line play. It is the foundation of the game of football and I hope Madden 2010. If you work on line play and have it work with traps, belly, true zone blocking, gap play A.I.; Elite DE with signature style pass rush, DT that require double teams etc. …the rest of the game will really start to fall in place. You could have the user use the R stick to assign blocking schemes/ Defensive schemes.

(I know every post I write is about line play)
Now that we have all played Madden for over 2 weeks, Let's answer his question






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08-29-2008, 10:20 PM #2 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...

What would change the game dramatically for the better is a TOTAL re-working of QB play. The passes they can get off turn the game from almost sim to total arcade. Perhaps you may want to leave the option for Madden Ballers to use this style QB play as it would be a dramatic departure from prior Maddens.

For me, and I imagine many others, make many of the magical throws take longer and more realistic times to get off. If someone is running backwards and attempts a bullet throw across the field the QB must turn and square his shoulders and risk getting creamed, etc. No QB ever could make the throws while fading back that are made in the game.

Line play must be addressed, multiple, chainable, animation breaking moves to get to the QB, line play should be a compelling mini game in itself. Pockets need to be formed, players with a clear path to the QB must NOT be suction blocked into a back/blocker, they should be "chipped". I guess what I'm saying is make these 2 crucial elements far more realistic.

Lastly and most importantly, INCREASED ANIMATIONS, INCREASED ANIMATIONS. Squeeze enough animations into the disc until it is about to explode. If you'll excuse my jab, take the animations from the Hanna Barbera stage to the Pixar stage.

As a former creative director (not for video games) I would focus solely on these things and the rest would naturally fall into place. I would have animators working on shifts around the clock until Madden 2010.

Then you must implement my option of the "Ultimate Madden" Sim Mode!

"Ultimate Madden" Online Sim Mode

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08-29-2008, 11:11 PM #3 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...


I agree with the post above, good points.

>I wish that the playbooks would be re-done. Every game, every year I find myself going to the same plays. Doesn't matter what team I use or playbook, all of the same plays are mixed up in their playbooks.

>I wish the game would feel like the NFL speed. In the NFL, WR's can sometimes burn the DB covering them and it doesn't feel like that in Madden.

>I think it would be cool if you could control how far you lead your WR when throwing. Say I have a WR running a streak and he's covered pretty good, so as I'm pumping to throw a slightly move the right stick to the left to lead him left to get away from the tight coverage. Idk it that's self-explanatory or not.

>Either put more effort into Superstar mode or scrap it and use the disc space for something more productive (ie. create a stadium )

Thanks,

Matt
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08-29-2008, 11:31 PM #4 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...


Online Franchise with correct divisions, and more control than you can shake a stick at is a must. coupled with complete webpage back up is a must. Anything less than that and you are insulting your fan base.

Last edited by newmoon : 08-30-2008 at 12:48 AM.

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08-29-2008, 11:39 PM #5 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...


Quote:
Originally Posted by Jet Sufferer
For me, and I imagine many others, make many of the magical throws take longer and more realistic times to get off. If someone is running backwards and attempts a bullet throw across the field the QB must turn and square his shoulders and risk getting creamed, etc. No QB ever could make the throws while fading back that are made in the game.


I am by no means claiming that my proposal is the perfect resolution to the QB problem; however I would like to see EA utilize a similar feature that 2K developed in their football franchise, mostly recently with All-Pro.

There should be a transparent ring around the QB’s feet. When the football is hiked and the QB begins his drop (3, 5 or 7), there should be a button that is pushed, and when activated, slowly charges the transparent ring around the QB’s feet, turning the once clear ring orange. Once the ring is fully charged, a QB has a better % of completing a pass, increasing his overall accuracy and awareness. This will not only reward users for staying in the pocket, but it will also act as a punishment for users playing defense who do not sustain pressure.

Obviously, the idea is far from perfect, however I think it will act as an enhanced simulation tool for users who not only a) stay in the pocket as a QB, but b) actually throw with both feet planted. If a user utilizes a sprint or run with their QB, the transparent ring would automatically turn clear, even if already charged, lessening their ability to complete a pass.

Last edited by Captain Cold Crush : 08-29-2008 at 11:42 PM.

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08-29-2008, 11:40 PM
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08-30-2008, 12:01 AM #6 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...


Quote:
Originally Posted by Captain Cold Crush
I am by no means claiming that my proposal is the perfect resolution to the QB problem; however I would like to see EA utilize a similar feature that 2K developed in their football franchise, mostly recently with All-Pro.

There should be a transparent ring around the QB’s feet. When the football is hiked and the QB begins his drop (3, 5 or 7), there should be a button that is pushed, and when activated, slowly charges the transparent ring around the QB’s feet, turning the once clear ring orange. Once the ring is fully charged, a QB has a better % of completing a pass, increasing his overall accuracy and awareness. This will not only reward users for staying in the pocket, but it will also act as a punishment for users playing defense who do not sustain pressure.

Obviously, the idea is far from perfect, however I think it will act as an enhanced simulation tool for users who not only a) stay in the pocket as a QB, but b) actually throw with both feet planted. If a user utilizes a sprint or run with their QB, the transparent ring would automatically turn clear, even if already charged, lessening their ability to complete a pass.


I like it.
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08-30-2008, 12:32 AM #7 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...

Priorities:

1. Fix all bugs and glitches

3. Give us customizable on/off options and effective sliders for everything

4. Eliminate all exploitable cheez junk

5. Presentation and immersion

...

Then worry about new animations and features like backtrack/rewind. Please EA, don't use this dev cycle for some major overhaul just to have a new feature to list on the back of the game. We've got a solid foundation in '09, just needs some serious tweaking...
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08-30-2008, 12:45 AM #8 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...

^^^^

Disagree strongly, the foundation IS the problem. The unrealistic QB and line play distorts the whole game.

The foundation needs to rebuilt, starting with the qb and line play as I mentioned earlier in the thread.

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08-30-2008, 12:50 AM #9 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...

The 3-4 will never work correctly in Madden until these things happen:

1. Bigger stronger defensive lineman that are used in the 3-4 need to be double teamed by the offensive line. That's what the 3-4 is all about. Let your 3 big defensive linemen eat up blockers and allow the 4 linebackers to run free and chase down the ball carrier (or sack the QB)...

2. Teams in franchise mode need to understand what defensive scheme they are running. I'm tired of seeing a team like the Chargers draft undersized defensive linemen.

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08-30-2008, 12:58 AM #10 (permalink)
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Re: Ian asked "what you all think are the most high priority issues...

All I really care about at this point is the QB passing %.

I have played alot of games and while the Matt Schaubs and the Troy Smith's don't hurt, when you have to play against Brady and Manning they are more unstoppable than in real life. They pass for 80% completion against me no matter the defense I put up. Maybe they are much better than I can play, but that doesn't excuse Derek Anderson dropping 459 vs. the Steelers when I played almost exclusively pass Def. from the Nickel and Dime.

The QB's in this game are GODS and that shouldn't be, even if I have a heavy rush on them they still are able to sit in the pocket and pick me apart even when I highlight their reciever that they are throwing to.

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Old 08-30-2008, 10:11 PM   #73 (permalink)
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Re: **Official Madden 2010 Wishlist Thread**

Damn this is a hell of a thread. This is what I was trying to post in Ian's priority thread......


Ian,

I think the absolute first step is including every feature from last gen that's missing from current gen. That seemed like the bare minimum back in 2007. Online, franchise, and superstar all need work done, but I want to give you my top 3 priorities for game play. No matter how much I can do in franchis eor any other mode, the game still boils down to the 22 players on the field. (A lot of this has been covered, bear with me.)

1. Passing game.
IMO, this is the most unrealistic aspect of Madden. First of all, QB's are too accurate. There should be more underthrows, overthrows, passes sailing out of bounds, etc. Here's one thing that would go a long way in helping here, pressure on the QB. From what I can tell, pass rush has NO effect on the QB. Every pass for the QB is either a sack or a comfortable pass. There is no in between. That is a HUGE part of NFL football. Teams know that you can't sack a QB every time, but you still have to get close to him, scare him, throw his timing off, and force mistakes. That is why teams track hurries. Hell hurries even show up on Madden in game stats. I don't know why, they don't seem to do anything. My idea is that as the pass rush approaches the QB, his accuracy should go down.



2. Defender pursuit angles.
This one seems minor, but to me it has a huge effect on the defense as a whole. It seems like the defenders in Madden just see the ball carrier and go after him. Sometimes the guy is going to gain 20 yards no matter what and you just need to make sure he doesn't go all the way on you. The key here is knowing your boundaries. You have to know where the sidelines are, where the endzone is, how fast the ball carrier is moving, and how fast you are moving. That's the way to judge the proper pursuit angle. This is one of the hardest things to master in football. (I'm sure you know all this, but I'm a typing kinda mood) It shouldn't be perfect in Madden, but it has to improve. As of right now the defenders will run in a straight line to the ball carrier until he passes them. then they just try to catch him from behind. Just go into mini games and do the RB challenge, you'll see what I mean.

3. The human element
I don't even know how you would implement this, but there has to be some kind of human element. In the NFL two players can be the same speed, but play differently. In Madden there's no difference any RB with 95 speed and 93 agility will feel just like any other. I'd like to see guys with short, choppy strides, long striders, guys who run high, guys who run low, etc. there should also bee somekind of morale/confidence effect. I know morale has been in the game, but it never seemed to affect the player. Like I said, I don't know how to implement this, but let me give you an example. The game was WWF Smackdown for PS1. Well, whenever you had a match there was a matchup screen beforehand. Next to each wrestler's name there was a pink heart. The heart would either be 25, 50, 75, or 100% full (pink). This was you players health/stamina/confidence/overall performance gauge. If you went into a match at 50% and your opponent was at 100%, you would a have a very hard match. Most of the time you would lose. It was subtle but effective. You really noticed the difference. Guys would be slower/faster, weaker/stronger, and absorb more or less damage based on the health gauge. Something like this would do wonders in Madden. This way every game would not feel the same. As it is right now, your team always plays to it's full ratings, every game. Real life isn't like that. It would be great if somedays your team just didn't have it's **** together. It happens. West coast teams playing on the east coast feel jet lagged. Teams that played on monday night have a short week to rest, and are sluggish. Teams coming off a bye week are fresher and flying around.

Ian, we appreciate you being here and interacting. You are definitely getting some damn good feedback. the idea about the play recognition going up with each repeated play call is freaking brilliant. Hopefully we can help you make Madden a great game. Thanks.
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As I've said before - Madden will be the pinnacle of realistic football with me at the helm...

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Old 08-30-2008, 10:51 PM   #74 (permalink)
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Field Goal Camera Angle!!!!!!!!

I know this may be a minor issue compared to all the bugs and glitches in the games this year..

but for the love of god.. whoever was the DEV who thought that its a good idea to cut the camera away right as your field goal attempt is approaching the cross bars needs to be strapped down to a chair, and forced to watch 24 hour around the clock NFL games.

I have always loved kicking field goals.. in real life as a kid, and in all video games, so this one really irks me.

honestly, i wonder if any of these devs are even fans of the game?

Ian, EA and anyone else from EA who may happen to read this..
it may be a good idea if you can actually see the ball going thru
the cross bars you know?

how can you sit there and watch that and think that this is a good idea?
please fix this next year.. thanks
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Old 08-31-2008, 12:37 AM   #75 (permalink)
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Re: **Official Madden 2010 Wishlist Thread**

could you make the NFL Draft more enjoyable? Like in the Head Coach Game for example? And PLEASE make the computer picks last longer, not only 5 seconds. YOu could make them 2 minutes with the option to advance the pick!
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Old 08-31-2008, 02:36 AM   #76 (permalink)
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Re: **Official Madden 2010 Wishlist Thread**

  • RB Specific Hot Routes - RBs should have access to specific patterns out of the backfiled like swings, flats, angles, ect.

  • Motion Options - Ability to motion a 2nd player after the 1st is set. Also the ability to stop a player mid motion and send him back, like teams do to tip man or zone defenses.

  • Pass Pattern Timing - WRs shouldn't break off their route because the QB throws the ball early, at least not on the higher difficulty levels.

  • Play Calling - Most play types should be in all formations. Screens, draws, reverses, fake reverses, ect, should be found everywhere. Iso, lead, counter, power, FB dive, off-tackle, inside zone, outside zone, ect, should be found in all 2-back sets. Basically, we shouldn't have to look through different formations for basic play types.

  • NFL-Style Play Calling - On offense, allow us to pic the personnel 1st, then formation, then the play.

  • Formations Subs - Formation subs in the pause menu.

  • Goal Line Formations - We need more goal line formations. I, FB off-set weak & strong, and pro-set formations with 3 TEs. And we need more defensive goal line fronts as well.

  • No More Meters - No new meters, rings, icons, ect. Get rid of the unnecessary ones. Give us the option to turn off all meters that are left in the game.
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