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More Passing Game Options Needed in EA Football

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Old 07-05-2012, 06:36 PM   #11
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Re: More Passing Game Options Needed in EA Football

Until I can throw anywhere on the field and not Hit X for X.. I wont be happy. Of course after years of saying this I've gotten to the point I doubt I will ever see anything like that from EA.

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Old 07-05-2012, 08:41 PM   #12
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This was actually a bit thought provoking. Not in the front of my mind, but after reading this all of it has valid points!

Realistically, I would give this 5% chance. There just isn't enough of an audience that could appreciate it like we can.
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Old 07-05-2012, 10:29 PM   #13
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Re: More Passing Game Options Needed in EA Football

As we have said before: The NFL is chess... Madden is checkers.

Madden has a lot of tools and options and features, but it is still an underdeveloped computer program. Offensive and defensive play calls are tied together. The ball is tied to the receiver. Players are either blocked or unblocked. There is no engaged player movement. A lot of important penalties [that 2k has] are still not in the game, let alone the ones that are don't work right most of the time.

Can Madden be entertaining? Sure... and frustrating. But to enjoy it, you have to take most of what you know and expect of football and throw it out the window.
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Old 07-06-2012, 07:12 AM   #14
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With all this being said, what is the best passing system to use in this game? My passing game has by far been the hardest thing for me to use in this game? I am a pro style guy with an emphasis on the running game. I would like to combine it with a simple yet effective passing game. Any tips?
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Old 07-06-2012, 07:28 AM   #15
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Re: More Passing Game Options Needed in EA Football

Quote:
Originally Posted by PGaither84
to enjoy it, you have to take most of what you know and expect of football and throw it out the window.
I disagree with this notion entirely and vehemently.

---

To the blog posted in the topic, I think it has good ideas. I might try to tie in the receiver's ability to read coverage in with an already-existing rating, such as play recognition or awareness, but I like the concept.

I posted an idea to the GameChangers website (see my signature) about changing playcalling in general to further implement the Kinect voice command recognition and to allow for custom plays to be drawn up on the fly. I think that we'd see more creativity from users if such an option were allowed, and it'd instantly provide more passing options, albeit limited to the current play system.
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Old 07-06-2012, 08:41 AM   #16
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Re: More Passing Game Options Needed in EA Football

Quote:
Originally Posted by volwalker
With all this being said, what is the best passing system to use in this game? My passing game has by far been the hardest thing for me to use in this game? I am a pro style guy with an emphasis on the running game. I would like to combine it with a simple yet effective passing game. Any tips?
That news story will be out soon. We'll get a chance to see what a lot of guys like to do.
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Old 07-06-2012, 09:25 AM   #17
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Re: More Passing Game Options Needed in EA Football

Instead of giving pre-play options to tag the backside, I feel like the plays should already be designed with those "backside" routes. Plus, you can still use the hot-route mechanisms to implement some sort of backside combination, whether it be curl-flat, levels, double-slant or just a single dig. The check-releases are what really gum-up the so-called "rush" reads.

I often read suggestions that incorporate a way to spot the ball on the field, instead of at a specific receiver. I just don't know how this could be implemented properly, taking timing into consideration. Giving receivers button icons is the fastest way to get the ball to different parts of the field; if you have to manually control where the ball goes, how will that effect timing? That's why I feel the re-addition of the vision cone would be a better way to go, as you can pre-determine where the cone starts before the snap as well as scan during the drop.

There's no doubt that the passing game needs improvement (starting with pass protections, which do seem a little better in the NCAA demo with the addition of the half-slide pro's) but the 1st thing that needs to change, imo, with the plays themselves is realistic route depth and timing to get to that depth. There are not enough intermediate routes ran (15-20 yds) and the time it takes the receivers to get to their spots does not time up with the QB drops or the rest of the flow of the game. It takes WR's too long to get to the intermediate depths.
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Old 07-06-2012, 10:29 AM   #18
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They need to come up with a way for the end user to control the location of the pass (as well as the speed and trajectory) . Just hitting a button that corresponds with a given receiver and supposedly controlling the lob/bullet is way to simplistic and not very rewarding when you're successful. Not sure if the "cone" was the answer on last gen but it was better than what we have now. Passing needs to be challenging and right now it's not. In 20+ years there really has been no innovation from EA in the passing game (excluding their attempt at the cone which they gave up on and essentially went backwards like they always do). The Microsoft football had cursor passing and it was great and headed in the right direction (with some tweaking) but the franchise is history as it any real innovation. Honestly, passing in EA's footballs games isn't any more challenging or rewarding than passing in Tecmo Bowl. It really is that bad.
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Old 07-06-2012, 11:20 AM   #19
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Re: More Passing Game Options Needed in EA Football

Quote:
Originally Posted by misterkrabz
They need to come up with a way for the end user to control the location of the pass (as well as the speed and trajectory) . Just hitting a button that corresponds with a given receiver and supposedly controlling the lob/bullet is way to simplistic and not very rewarding when you're successful. Not sure if the "cone" was the answer on last gen but it was better than what we have now. Passing needs to be challenging and right now it's not. In 20+ years there really has been no innovation from EA in the passing game (excluding their attempt at the cone which they gave up on and essentially went backwards like they always do). The Microsoft football had cursor passing and it was great and headed in the right direction (with some tweaking) but the franchise is history as it any real innovation. Honestly, passing in EA's footballs games isn't any more challenging or rewarding than passing in Tecmo Bowl. It really is that bad.
I don't know what kind of "cursor" passing you are getting at, but if it's anything like the aiming systems that are used in shooters, then I don't support that idea.

Aiming a gun is nothing like throwing a ball. The only similarity that I can think of is picking out a small target when throwing, but the mechanics of how this is all done are obviously competely different. I agree that users should have more control over where the ball goes, but there has to be some way of speeding up where the ball is going generally, the stick should be used to "fine-tune" where the ball ends up.

Passing is too easy, yes, but that's because of the view users get. You don't have to turn your head, or your feet. Maybe just a way of simulating where the feet of the thrower are would be a good way of doing it. But, lets face it, completing a pass isn't the hardest thing in the world to do irl anyway; well more than half of all passes are completed.
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Old 07-06-2012, 02:08 PM   #20
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If for some reason NCAA 13 fails due to bugs and glitches, I will go back to playing NCAA 11. Can anybody tell me if the player progression in dynasty mode was ever fixed after all the patches and tuners?
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