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Madden 11 priorities?

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Old 09-26-2009, 03:45 PM   #1 (permalink)
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Madden 11 priorities?

What do you guys think should be Madden 11 priorities.

For me it goes like this:

1. AI Playcalling: I want them to play smart and like they real life counter part. Madden 10 AI won't run inside the 10. They use the same plays over and over, we need more variety. The user has more advantage since we use different plays in different situation unlike the CPU.

2. Animations: Player Specific Running Animations, Better and more catching animations, more diving and falling down catches. Have different catching animations packages just like NBA 2k has for dunking. I want to be able to throw a fade to my wideout at the goal line have him go up and get the ball.

3.Gameplay: Specific Team tendencies Sliders. No huddle offense frequency Slider, Play-action Frequency Sliders, Outside Running Vs Inside Running Slider, Mass subs, Situational Subs, etc.

4. Atmosphere and Authenticity: Better announcers, more passionate and exiting play by play. Different Sock Length!!! Dynamic Crowd, Playoff atmosphere, better crowd!!! They look so bad that sometimes I think I'm playing Nintendo 64.

5. Fix Progression.
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Old 09-26-2009, 03:57 PM   #2 (permalink)
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Re: Madden 11 priorities?

1. Blocking: Everything about it. AI, animations... everything needs to be fixed with blocking, especially run blocking.

2. WR catching logic: If I have a WR like Larry Fitzgerald or Randy Moss I want to be able to throw a jump ball that they can go jump up above the DB and fight for the ball, not just have them try and do an over-the-shoulder catch while the DB jumps up and knocks it down.

3. Defensive playcalling AI: No defense calls press coverage 90% of the time, and no defense sends 8 blitzers 50% of the time. Also, even elite DBs can be beaten on a consistent basis by the same routes.
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Old 09-26-2009, 04:18 PM   #3 (permalink)
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Re: Madden 11 priorities?

#1, and the place where any and everything else needs to start is offensive and defensive line play, period.

If where the play starts is broken, then everything else that occurs thereafter is also broken.
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Old 09-26-2009, 04:42 PM   #4 (permalink)
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Re: Madden 11 priorities?

Blocking, Cornerback and D-line play. Running motion too. I wanna feel like i'm running fast with a fast player.
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Old 09-26-2009, 04:42 PM   #5 (permalink)
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Re: Madden 11 priorities?

seriously? this years game hasnt even been out for 2 months. there are no priorities at this point and i can promise you that. they are still working out the kinks in this years game.
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Old 09-26-2009, 04:53 PM   #6 (permalink)
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Re: Madden 11 priorities?

Pretty much everything but the endzone paint needs work.

Blocking (STRESSING MAJORLY)
A.I. (put the intelligence back in artificial intelligence please)
Animations (couldn't stress this enough)
Player Interactions (this bonehead engine probably can't handle anything too major)
Bring back Create A Playbook
Flats Coverage
WR Blocking
Pro-Tak (isn't that great EA)
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Old 09-26-2009, 04:59 PM   #7 (permalink)
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Re: Madden 11 priorities?

Colored mouthguards,dang it!!!!!!!

Last edited by Segagendude; 09-26-2009 at 05:03 PM.
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Old 09-26-2009, 05:05 PM   #8 (permalink)
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Re: Madden 11 priorities?

Quote:
Originally Posted by Segagendude
Colored mouthguards,dang it!!!!!!!
This is the reason blocking isnt fixed. They do the little things be4 the most important thing called in gameplay and gameplay animations
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Old 09-26-2009, 05:08 PM   #9 (permalink)
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Re: Madden 11 priorities?

And might I add......


Better choice of cleat colors!!!!

And for the love of Gawd, get the 49'ers' helmet color right!!!!


That is all I can think of for now.....
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Old 09-26-2009, 06:04 PM   #10 (permalink)
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Re: Madden 11 priorities?

Mandatory things that need to be done:

Blocking/Line play - This should be the #1 priority for Madden 11. Everything needs a major overhaul. Starting with blocking logic, then suction animations. Tuning the defensive AI and pursuit angles down to make it easier to run etc is NOT THE ANSWER. Dominant d-lineman should play like it in the game. Add in line audibles for double teams, and implement double teams effectively. No one should be stuck in a face to face animation while a offensive palyer is rolling out or running past him. He should at least attempt to pull off the block. If he gets knocked on his *** sometime then so be it.

Wide Receivers -
1st off, better catch animations that fit the situation need to be implemented. Jump balls need to be a factor, and for christ sake, We need true End zone fade routes, and back shoulder fades with the animations to go with them. ROUTE RUNNING. You can start with fixing the god awful whip routes that take 5-6 seconds to complete. We need to see more various whip routes instead of just the in and out ones. I want to see guys with spectacular route running and agility to shake weak DB's out of there shoes sometimes on these routes. Occasionaly i'd like to see a guy get open despite their being a defender in zone right by him.

Ratings -

We are on the right path, but i'd like more variety. Gap control for defenders would be great. Pocket presence for QB's--- QB's with lower rating will start to rumble earlier then say Peyton Manning, causing the user to feel pressure sooner then neccessary. I'd like to see a rating that gives a very small boost to a QB's rating when they are behind in the 4th qtr, hence separating the "big game" quarterback from the average joes or chokers. Maybe you can give "big game' QB's a slight boost during playoff or rivalry games?

Cover logic - This could be better I think, mainly in double team situation. If a player is double teamed, the defenders should play high low, inside/outside to cut off the defender. I think bump and run vs beat press should be tuned slightly, just so defenders that suck at press shouldn't be able to get away with pressing alot. Strength and size should definetely come into play here. On the flip side, guys who can't beat the press, as alot of rookies have a hard time with, should have a hard time getting off of it.

Screen passes -
Defensive ends with high play recognition should really be able to sniff this **** out, as well as flat routes. If a DE sees the entire line pull out for a screen, he isn't going to chase the QB. In the NFL, sometimes defenders will cancel out there pass rush, if they know a back is sneaking out to the flat for a pass and there is no cover defender in the flat.

Last edited by dannydufflebags; 09-26-2009 at 06:07 PM.
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