1 quick thing that has bothered me for the past 2 versions.
The grass, both in color and texture. It's too patchy, like someones terrible lawn with crabgrass that's turning brown in various spots.
Compare it to real games and you can notice the difference instantly. Plus when it's all patchy like that it can play with your eyes especially with shadow in afternoon games.
Personally I think madden 07, while not perfect, was better than it is now as far as grass goes.
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fuddyduddie1 11:43 PM 08-13-2009
Please read carefully if you want to help make Madden the most realistic simulation to date. I will not start with the obvious Physics, Morphing, A.I. issues...but instead I will take the Football approach.
#1.Cadence...Called plays should have what coaches refer to as cadence. hut 1,hut 2,hutt. This will affect the battle of the trenches massively. Trenches is where football is won and lost. 1st it would help by creating false start/encroachment opporutunitys. 2nd..It would force No-Huddle Cheesers to remember their cadance when they audible plays. It will also affect speed of play and momentum..forcing players to calculate their playcalling around time and diversion. Of course this should be optional as should any other setting...( if the dire need isnt seen,will further explain)
#2. NFL rules. Some major NFL rules are absent from the game such as ineligible reciever/blocker downfield. Late hits on players going out of bounds/after plays. Also recievers run out of bounds and return to make the play. 5 yard P.I. doesnt exist...to name a few. If I missed some please reply with those not included in Madden that will affect gameplay.
#3.Any givin Sunday...football's lifeline. Meaning a lesser rated player can have a career game if he is placed in the correct position at any time. Meaning if a QB forces a ball it should be played well by the positioned player instead of the superstar getting the advantage. Players should also go on hot and cold streaks.
#4.Optional QB vision/direct route passing...this should be an option that rewards those who actually are LOOKING at their intended reciever..and penalize those who cross field pass/ dont look at their reciever/or scramble with non mobile QBs. This feature will also allow for the use of "look off"/pumpfake/stop
@go routes. Plus the vision made Delay/Draw plays look more like pass plays.
#5.Block control...this in the game but some abilities(turning defenders) have been taken away from the user controlled blocker.Also in the run/Y.A.C situations you should be able to select which blocker is blocking and whom he will attemp to block(was in earlier versions but got removed).
#6.PLayers falling...players should fall even in great conditions if they have planted incorrectly or suffered a nasty deke.
#7.New attributes....attr. such as heart,composure,clutch,turf,grass,cold/hot weather...also a momentum and homefield crowd meters...these will affect cadence and playcalling...which will affect false starts/encroachments. Trf/Grass rating will be for Dome/Non-domed stadiums. Some players play better on certain turfs/conditions. This is what makes Chicago/Greenbay tuff to play on the road.
#8.dominate user control...Cpu controlled players have too big a say so over the outcome of the play...force players to have to "go get it". This makes people learn to cover/catch a pass. Instead of canned animations that reward the superstar. It will also make use of QB vision/route based passing more effective because you would now have to properly lead your reciever to a spot. It also adds replay value to the game for hardcore players and novices alike.
#9. Down relevent players...A lil known fact about football is that some players arent on the field every play. IN madden some players(linemen) play entire series without being subbed or fatigued. This isnt football by any means. Players should be rotated correctly because it does matter. Especially for the Linemen. As I stated earlier,this game is won and lost in the trenches.
#10. Less broken tackles..Im watching Ari vs Pit as I type and Ive noticed that only Rbs are breaking tackles. I can understand some Missed tackles, but not too many BROKEN ones for recievers. Instead they should SLIP/PULL away from defenders. Reserve the BROKEN tackles for the RBs and TEs. This goes the same for the defense(turnovers) depending on the mirrored position.
#11.All glitches @ removed features....I know this is wishful thinking but, fumble returning....Ive noticed a glitch where an O.lineman picks up a fumble and is unable to return the fumble:-).minor prob, but it could be huge if not fixed. Also custom hot routes(posts,stop@go.etc.),Formation shifts, losing helmets/shoes,Tony's radio show(franchise mode):-).
My BEEF with this and any Madden is usually the physics and cheap A.I. of CPU controlled players. But after a few brews this isnt so bad...but soon as I adjust to the Game's tendencies and start dominating..they pull a MNFL(madden n.f.l) trick out of their hat. Usually a 2 minute drill, impossible to defend drive just to erase my goose egg/ or pick me off just to scarr my Qb rating.
This could all be over looked if they actually had FOOTBALL as their main GOALLLLLLL(Real Madrid just scored):-). So if youre a Madden/Football/fun game/simulation purist; then you should really give this list some thought, consideration, and forwarding. Reply, respond,comment,bash....
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Ability to change owners/teams in the offseason (like on PS2/Xbox versions as of 2006, not sure about later ones as I haven't played them)
When running a multi-user Franchise, if I have everything set to CPU controlled for one team then that should mean EVERYTHING is CPU controlled. More specifically, when simming games and they need to sign a player because someone got hurt but they need to release someone first to free up cap room, the CPU should intelligently do this. Also, during the FA agency period, I shouldn't have to accept the signing of a player for a team that has everything set to CPU controlled.
Expanded rosters before the regular season so cuts need to be made in the weeks prior to the season
Training camp before the season (like on PS2/Xbox).
Add incentives/bonuses to contracts
Injury system similar to Head Coach 09 (ie. wear and tear on specific body parts that get hit a lot). Also, splitting the injury slider into two separate sliders would be nice. One for injury severity, and one for injury frequency.
Roster requirements should change depending on the system you run. A 3-4 team should have different requirements than a 4-3 team or a Spread offense will have different requirements than a Run Heavy offense.
The way in which CPU teams approach FA, the Draft, etc. should reflect the philosophies of their Head Coach. Same with playcalling. I know this year we have teams playing more like their real life counterpart, but if I'm 10 seasons deep in my franchise, the Steelers shouldn't necessarily be playing the like 2009 Steelers as they may have a different coaching staff and caliber of players.
Add weekly local/national newspaper
Ability to talk/bring players out of retirement
More players in the draft so there is a lot more undrafted rookies, with a lot more position variety (not just a bunch of FBs and Ks). Not nearly has many highly projected FBs when using an NCAA draft class. A FB in the Top 5? C'mon.
When bringing an NCAA draft class into Madden it seems to randomly select which players will be good and which will be bad right from the start. For example, Dez Bryant took WR of the year in my NCAA season and then went pro. However, he was a projected 4th round pick in Madden and came out in the 60s. Even if Madden deams him to be a bust, he should still come out in the 90s and then work his way down as he under performs and never lives up to his potential. However, I think this has more to do with the fact there are a ridiculous amount of high 90s players in NCAA and Madden is just compensating for that by lowering ratings to even things out.
Which brings me to another point. Potential should not be carved in stone. Every player drafted in the first round should enter the game with A potential as seen by the team that drafts them (Otherwise why would they be drafted in the first round at all?) Then depending on how they perform, this potential should be re-evaluated each season. This goes for ratings too. Ratings should reflect how the team they are currently on rates them and should be re-evaluated each year. There should be two-tiers of ratings: one that we see, and one that is hidden. The hidden ratings are the actual skill ratings of the player and the more time a player spends in a team's system and the more they get to evaluate him, the closer the ratings the user sees are to what his actual skill is. This is what makes it possible for a 60 rated 2002 Tom Brady to have a great season and jump up into the 80s the following year. The team views him as a 60 even though his actual skill ratings are in the 80s. He gets a chance to play, performs like a player in the 80s, and gets re-evaluated at the end of the season as a player in the 80s.
Add video highlights to Extra Point show.
When offering contracts, allow us to go up by a million at a time if we want.
Gameplay/In-Game/Other Stuff
Rebuild the challenge system from the ground up and allow us to choose what we want to challenge (like NFL 2K5)
Make sliders extreme. For example, Interceptions set to 0 should mean there will be absolutely zero Interceptions. Interceptions set to 100 should mean every single pass gets picked off (unless it's thrown away of course).
Add a block kick slider
Add a slider for CPU Snap Delay (ie. it's numbered 0 to 10. 0 means the CPU snaps the ball as they do now. 10 means they wait at least 10 seconds before then waiting another random amount of time before snapping)
Strong safeties and strong side linebackers should always line up on the strong side. Get rid of ROLB and LOLB and just have them as SLB and WLB.
Some type of home field advantage. Not necessarily the same as NCAA, but the Seahawks crowd didn't get named the 12th man for nothing.
More trick plays in the playbook (ie. Reverses, Double Reverses, Direct Snaps, HB Pass, WR Pass, Options, Flea Flicker, WR Double-Reverse Pass...you get the idea.
Tom Hammond gone. I don't care if you give Cris Collinsworth a roll of saran wrap to rub his hands on to fill the void, anything is better than Tom Hammond to me.
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Big_Mig_11 05:41 PM 08-14-2009
Because I am a big Franchise head, my number one priority is to fix this still broken mode.
*Bring back training camp (not weekly training) before the season. Maybe add a few more games as well.
*Please form some sort of continuity with the NCAA ratings when importing a draft class. It worked well in the old-gen, but there is no way Eric Berry has a solid JR season, declares early, is selected in round 4, and has a ratng of 57. Also, a FB was a projected top 5 pick and taken 4th overall!!!! Can't happen.
*Bring back the ability to create a stadium without having to relocate. Keep the one season wait prior to playing in it as it was on old-gen.
*Improve on the Extra Point. It is not bad as people make it out to be IMO, especially being the first year. I am sure down the road there would be video highlights, but for next season at the very least improve the commentary.
*realistic progressions. Bad or lost (due to injury) seasons, should not equal to +6 or +7 in ratings
*Give the draft a new presentation please!! It's boring.
this is just to name a few. However I will acknowledge the little improvment to franchise, such as finally having FA before the draft, that are tiny steps forward to making franchise it's possible best.
[Reply]
mikeveli20 03:27 AM 08-15-2009
Originally Posted by Big_Mig_11:
*Please form some sort of continuity with the NCAA ratings when importing a draft class. It worked well in the old-gen, but there is no way Eric Berry has a solid JR season, declares early, is selected in round 4, and has a ratng of 57. Also, a FB was a projected top 5 pick and taken 4th overall!!!! Can't happen.
Exact same thing happened to me. Berry was projected 6th round and came in as a 55. This after having a solid season, being in the top 3 for the Thorpe, and being rated 99 overall leaving the NCAA.
However, I think this problem lies more with NCAA than Madden. Since NCAA doesn't use the stretched ratings and the fact that they have TONS of players ranked in the 90s each year, if Madden didn't adjust the ratings you'd have a lot of players in the 3rd and 4th round drafted with ratings as high as first round picks.
Just looking at it now, in my NCAA dynasty there are currently 49 players rated 99, 28 players rated 99, and 33 players rated 97. So if all those players were drafted in order it would take you mid way through the 3rd round with the difference only being 2 points between a mid 3rd round pick and the 1st overall pick. Unfortunately I think the way Madden changes the ratings can sometimes be pretty random but with so many players ranked so high coming in, how is the game supposed to know who's really supposed to be good and who isn't.
If NCAA stretched their ratings and made it so there are maybe only 20-30 guys rated in the 90s each year, then I think it would translate well into Madden.
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davesandstorm 06:38 PM 08-15-2009
My want #1 real want is this:
- The ability to pick different depths for hot routes.
Many times I check a defense and see that there will be a hole for a 10 yard crossing pattern, but instead I'm presented with only the option for a 5 yard crossing route into the linebackers coverage area. A multitude of options would be presented if only I could select how long of a route (3, 5, 10, 15 yards) my receivers will run. A simple click of Y, B, LS to the right and the press of say A and I have myself a 10 yard in and the critical first down.
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buttons0662 07:32 PM 08-15-2009
Everyone knows the NCAA to MADDEN import is HORRIBLE!!!!!!!!!!!! ... an EASY fix would be to allow user to EDIT draft picks BEFORE the draft. Give the user the ability to set projections as well!!!!!!!!!
I like what a lot of you are saying..not 100% of it but a lot of it :-).
My other favorites I have seen and maybe I build upon them..it's 5 am here so..:-)
Negotiating contracts, if I promise the person a starting job then that may be enough to sway them..it shouldn't be all about throwing money around...(Building on the incentives-although I guess that is considered an incentive..)
Extreme Sliders
New Draft Presentation
Trading Future Draft Picks
Change of Potential(Building on this..maybe if someone has a season ending injury their potential goes down-and make it A+ A A- etc. so it isn't so drastic if this happens and maybe this doesn't happen all the time..)
The ability to pick the yardage of routes
Stadium Upgrade with no relocation
I want more team specific playing...I was playing the panthers and Stewart only got a few carries at the end of the game...
Training Camp would be good..maybe you don't learn the draftees ratings until then and they can get better depending on your staff and you can set how much time you would like to give the rookies(specifically one or all of them or give more time to the vets, maybe this just gives them better injury/stamina ratings..nothing too too big for the vets..)
Sliders for unranked!!!!!
A total rework of the pocket, it works somewhat...but NANOS ARE STILL HERE AND THEY ARE BETTER THAN EVER(Except maybe 08..donno :-))
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