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Joborule's Madden NFL 11 | Gameplay Part II

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Old 09-29-2009, 04:34 PM   #1 (permalink)
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Joborule's Madden NFL 11 | Gameplay Part II


Part 2 | Part 1

There are a number of old madden features that allowed us more control pre play on both sides of the ball. There are also a number of things that we see on Sunday that hasn’t made its debut in the Madden series yet which shouldn’t be held off any longer.

More Sliders Options & Controls
The CPU and Human settings need more sliders, especially human. Madden IQ isn’t enough for human customization. We should be able to amp up settings for the user for any slider setting for the CPU.

Return Formation Quick Audibles
A feature that was in the game in the past was the quick audibles you can select on the fly from the play call screen. This was extremely useful for the no huddle/two minute drives and would love to be able to set audibles for a formation that would be stay active for the entire drive.

Individual Defensive Assignment Man Coverage Audibles
This was a really useful feature in the past. You have a elite receiver that you want to do specific coverage on compare to any other receivers? It allowed us to do on the fly double coverage, bump-n-run, play off, and even shadow a specific side of the receiver to play more aggressive on. Adaptive AI should make the adjustments on the fly if a receiver keeps playing inside, but user command still should be a user control hot route.

Avoid Hit Button

The short timeframe of the receiver going down to avoid the hit after catching the ball should be available in all situations by just tapping the dive button.

Take Sack Button
Sometimes we want our Quaterbacks to avoid a fumble or get injured, so we want to be able to forfeit the sack in the pocket without risk of harm. This likely could be accomplished by holding L2 as a modifier button and the dive button.

Pump Fake & QB Avoidance During Drop Back
There currently is a delay in the quarterback drop back animation which prevents the user from doing a pump fake while dropping back. It also prevents using QB avoidance that second right after the drop back animation is finished. There needs to be branch animations that can allow pump fakes and QB avoidance during the drop back.

The drop back animation should be triggered by user control as well. If I pull back on the stick, the QB does the proper drop backs, and when they push up, the QB would do the final step up animation.

Full Motion Control
It’s time to allow users to unleash their inner coaching by allowing players to have full control in player motion. Motion running backs, tight ends, and receivers to the outside, slot, tight end, or full back position freely. Even if a motion would be an illegal formation, allow us to make it and take the penalty. It finally allows us to motion tight ends into the fullback position or vice versa. Also give us more control in whether motioning our receivers into the slot position or receiver position on either side of the field.

Also get rid of the three seconds delay when you motion a player from the wide receiver position to the slot position, or move a motion a tight end to the other side. As well control the player in motion to run back to another motion position. Give user control to snap the ball at any point. If players aren’t set on the line properly, give the penalty.

Hardcore Precision Passing

Many times when a quarterback wants to get the ball away, they will throw it in a area around a receiver, but a place where no one can touch it. If receivers are running along or to the sidelines, the quarterback will throw the ball to the sidelines. Unfortunately, the current precision control doesn’t allow the user to have that much control in ball placement yet.

Precision passing should be more hardcore on the higher levels (with settings control) so users have more control in the placement of throwing the ball. If I aim far right and high to a receiver on the L stick, the ball will be aimed high and towards the right. If the receiver is running to the right, this will make him run to the ball and go up to grab it. However if they are running to the left, this will likely be a bad thrown since it’s thrown in a way that would go behind him. On a fly route on the right sidelines, this same throw would make the ball go the sidelines.

360°Highlight Stick
The next innovation to the running game should be full 360° degree juke control. Give us more precision and control in the direction and angles the players would juke. Each juke move should be able to branch into another juke move at any point. I could quick juke step to the right and go into the spin towards the left by moving the stick 45 degrees right and then rolling it around to the left. This juke control would open up angled back jukes, allowing players to back juke towards the left and the right. Truck stick is still in effect by moving straight up. This feature could also work in giving more control and steer-ability in breaking tackles.
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Old 09-29-2009, 06:43 PM   #2 (permalink)
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Re: Joborule's Madden NFL 11 | Gameplay Part II

Quote:
Originally Posted by Joborule

Part 2 | Part 1

There are a number of old madden features that allowed us more control pre play on both sides of the ball. There are also a number of things that we see on Sunday that hasn’t made its debut in the Madden series yet which shouldn’t be held off any longer.

More Sliders Options & Controls
The CPU and Human settings need more sliders, especially human. Madden IQ isn’t enough for human customization. We should be able to amp up settings for the user for any slider setting for the CPU.

Return Formation Quick Audibles
A feature that was in the game in the past was the quick audibles you can select on the fly from the play call screen. This was extremely useful for the no huddle/two minute drives and would love to be able to set audibles for a formation that would be stay active for the entire drive.

Individual Defensive Assignment Man Coverage Audibles
This was a really useful feature in the past. You have a elite receiver that you want to do specific coverage on compare to any other receivers? It allowed us to do on the fly double coverage, bump-n-run, play off, and even shadow a specific side of the receiver to play more aggressive on. Adaptive AI should make the adjustments on the fly if a receiver keeps playing inside, but user command still should be a user control hot route.

Avoid Hit Button

The short timeframe of the receiver going down to avoid the hit after catching the ball should be available in all situations by just tapping the dive button.

Take Sack Button
Sometimes we want our Quaterbacks to avoid a fumble or get injured, so we want to be able to forfeit the sack in the pocket without risk of harm. This likely could be accomplished by holding L2 as a modifier button and the dive button.

Pump Fake & QB Avoidance During Drop Back
There currently is a delay in the quarterback drop back animation which prevents the user from doing a pump fake while dropping back. It also prevents using QB avoidance that second right after the drop back animation is finished. There needs to be branch animations that can allow pump fakes and QB avoidance during the drop back.

The drop back animation should be triggered by user control as well. If I pull back on the stick, the QB does the proper drop backs, and when they push up, the QB would do the final step up animation.

Full Motion Control
It’s time to allow users to unleash their inner coaching by allowing players to have full control in player motion. Motion running backs, tight ends, and receivers to the outside, slot, tight end, or full back position freely. Even if a motion would be an illegal formation, allow us to make it and take the penalty. It finally allows us to motion tight ends into the fullback position or vice versa. Also give us more control in whether motioning our receivers into the slot position or receiver position on either side of the field.

Also get rid of the three seconds delay when you motion a player from the wide receiver position to the slot position, or move a motion a tight end to the other side. As well control the player in motion to run back to another motion position. Give user control to snap the ball at any point. If players aren’t set on the line properly, give the penalty.

Hardcore Precision Passing

Many times when a quarterback wants to get the ball away, they will throw it in a area around a receiver, but a place where no one can touch it. If receivers are running along or to the sidelines, the quarterback will throw the ball to the sidelines. Unfortunately, the current precision control doesn’t allow the user to have that much control in ball placement yet.

Precision passing should be more hardcore on the higher levels (with settings control) so users have more control in the placement of throwing the ball. If I aim far right and high to a receiver on the L stick, the ball will be aimed high and towards the right. If the receiver is running to the right, this will make him run to the ball and go up to grab it. However if they are running to the left, this will likely be a bad thrown since it’s thrown in a way that would go behind him. On a fly route on the right sidelines, this same throw would make the ball go the sidelines.

360°Highlight Stick
The next innovation to the running game should be full 360° degree juke control. Give us more precision and control in the direction and angles the players would juke. Each juke move should be able to branch into another juke move at any point. I could quick juke step to the right and go into the spin towards the left by moving the stick 45 degrees right and then rolling it around to the left. This juke control would open up angled back jukes, allowing players to back juke towards the left and the right. Truck stick is still in effect by moving straight up. This feature could also work in giving more control and steer-ability in breaking tackles.
360 highlight stick is interesting.
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Old 10-02-2009, 08:35 PM   #3 (permalink)
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Re: Joborule's Madden NFL 11 | Gameplay Part II

Nice material!

I was doing an experiment with some software (I can't say too much about the software however) and I was able to find that the left and right triggers do infact have sensitivity levels. This was being done on a PC, and I'm not sure if the 360 recognizes the sensitivity differently than the PC, but I was able to regulate character speed based on how far I held either of the triggers down.

That experiment leads me to believe that the speed burst in Madden can be calibrated to where it's not just a 0-60 in a second flat situation, but that it may be possible for the Madden Team to explore having speeds based on how far down the trigger is being held down. The difficulty there though, is probably in figuring out how to sequence the corresponding animations, and make it run looking smooth as opposed to jittery and unstable.
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Old 10-03-2009, 06:50 AM   #4 (permalink)
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Re: Joborule's Madden NFL 11 | Gameplay Part II

nice post.

i think instead of a "take sack" feature they should replace it with a "protect ball" feature (i think this may have been in the game in last gen). this would be better cos it works for anyone - QBs, RBs, even defenders who get a turnover. the wrap the ball up with both arms put their head down, move slower & wait for the hit.

also, i want custom packages back
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Old 10-03-2009, 03:56 PM   #5 (permalink)
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Re: Joborule's Madden NFL 11 | Gameplay Part II

I would love EA forever if Full Motion Control was ever put in. 360 highlight stick reminds me of the reach tackle system from APF.
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Old 10-10-2009, 11:24 AM   #6 (permalink)
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Re: Joborule's Madden NFL 11 | Gameplay Part II

good stuff jobo. r u going to do material on defense. I think the defense and special teams is the most forgotten aspect of madden. they add a few but it should be more dynamic than it is. should really be allowed to adjust d on the fly. the inner working of defense needs to be fully in effect. i read on here i think it LBrulz how the lbs and line should work. they need to get that right. it would make defense more fun if you were really getting pressure from the linebackers like your suppose to.
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