Connect with us

Madden NFL 18: Initially It Seems A Step (But Not a Leap) Forward

Madden NFL 18

Madden NFL 18: Initially It Seems A Step (But Not a Leap) Forward

Though some who watched the first gameplay videos of Madden 18 may have been quick to dismiss it as Madden 17.5, the truth is that might be more of a compliment to last year’s game than it is an insult to this year’s one. Madden 17 was quite impressive in its own right and a more polished version of the game with the addition of a few innovative features proves at first glimpse to be a more satisfying proposition than you might expect.

Here are some things that have jumped out in the little time I’ve had with Madden 18 so far:

Audiovisual

  • This is where the power of the Frostbite engine is really on display. The openings of games have never been more electric, with teams emerging dramatically from their tunnels, grandiose shots of meticulously re-created stadiums and–of course– ‘splosions that will have you thinking twice about pushing any buttons to get to kick-off quicker.
  • Once you’re out on the field too, you’ll also notice immediately how much better the lighting looks, creating more vibrant colors and textures alongside bulkier renderings of players complete with all sorts of minute details that haven’t been there in the past. From dynamic player introductions to replays of big plays from multiple angles, the game flows naturally in a way that’s closer to a television broadcast than ever.
  • Although the movements of players definitely feel smoother and more realistic, there are still issues that persist with collision detection at times, as it’s not uncommon to see players’ limbs going through bodies. There are also some dips in frame-rate that are more apparent on inside running plays and check-downs in the flat.

Offense

  • The running game has never been more fun and intuitive, with blockers showing better awareness at creating creases and holes to run through. Guards pull quicker on plays and superior linemen are able to sustain their blocks for longer. Fans will also be pleased to see heavier run formations working more effectively against better pass-defending formations like nickel and zone, as this wasn’t the case last year. That said, there are times (particularly on outside runs) when blockers still seem to attack a different defender other than the one right in front of them who clearly provides the most immediate danger of making the tackle.
  • I was skeptical about the benefits of the new target passing mechanism but have to say that the optional feature has proven so far to be more enjoyable than I was expecting. It obviously takes some time to get used to it (open practice is your best friend) and you will find that employing it incorrectly will lead to interceptions, sacks or–worst of all–throws that go backwards and are live fumbles, but there are routes (like streaks or curls) and certain situations where it can really become a valuable new tool to have at your disposal. It can’t be emphasized enough how incredibly good it feels when you’re able to thread the needle perfectly with a targeted pass. With more time to master it, I wouldn’t be surprised to see some of the best players using it pretty regularly.
  • Making moves when running with the ball, if done when situationally appropriate and timed right, can be more effective this year. I’m especially fond of the very subtle juke that can have you maneuver past an oncoming tackler while losing little speed or momentum in the process.

Defense

  • I’m impressed by and grateful for the addition of handy markers on the field to assist you when in coverage, keeping you aware at all times of where you should be positioned within zones and also which receivers you are responsible for when they enter into your zone (not to mention when you should be letting a receiver go as they vacate your zone, which can be just as important but difficult sometimes to gauge).
  • Linebackers are a little slower than they were last year and, combined with the fact that you can no longer just hold down a button to snag an interception when the ball comes your way, this makes it more challenging to cover the middle of the field and consequently, more rewarding when you do manage to hold up in coverage.
  • The improved hit stick is fun but has a bit of a learning curve for the uninitiated. I have found it to be awfully unforgiving when used at the wrong time, creating awkward animations and missed tackles. I often opt instead for the safer conservative tackle to properly wrap up a ball-carrier and avoid giving up a big play.

Stray Thoughts

  • I was perhaps expecting to see even more of a pronounced difference between the new 3 styles of play but that’s not to say the variations between each are negligible. I have found Arcade to be the most distinct, as receivers routinely make insane leaping catches in even the tightest of coverages to ensure for a high offensive output. The biggest discrepancy I saw between Simulation and Competitive was that defenders will drop fewer interceptions in the latter. Simulation still didn’t yield nearly as many penalties as you would see in a real game but I’m sure a tweak of the sliders might fix that. Injuries, meanwhile, can be plentiful on Simulation.
  • I haven’t seen many fumbles at all in the games that I have played, certainly not enough to approach anything resembling realistic numbers. But the few fumbles I have seen did show that players still seem to struggle to pick up a loose ball that’s right in front of them at times.
  • Playing entirely against the CPU in my time with the game, it’s clear that issues with AI continue to persist. Quarterbacks show little pocket presence, ignoring the kind of pressure that should see them sliding or scrambling out of danger one way or another. Though I recognize how hard it is to get AI to mimic some of the more subtle nuances of football, it’s downright confusing to witness the kind of flawed logic some of these AI coaches will show when calling plays and utilizing time-outs in a 2 minute drill.

What do you think of the game after a couple of days with it?

Continue Reading
32 Comments

You must be logged in to post a comment Login

Leave a Reply

Discussion
  1. Visually, Madden 18 is very impressive. It's once everything starts moving that is the problem. At this point, on current gen hardware, there shouldn't be remants of player movement and interaction from previous gen versions of Madden, yet that remains the case.
    I applaud the positive tone of the author. Madden 18 is improved over '17. No argument there. But the game...the series as a whole just isn't where it should be at this point in terms of the on-field product.
    What good are the visual enhancements when the game still fails to form a realistic pocket around the QB or come remotely close to duplicating the war in the trenches. And tackling? Where is the sense of momentum, explosion and high impact?
    Where's the reward for controlling Kam Chancellor only to deliver powder puff, wrap-up tackles instead of *bone- rattling, tone-setting hits?
    The fact that there exist console football games that are now +10 years and one to two console generations old that DO/DID deliver these vital and requisite aspects of football should have Madden gamers *unified in demanding MUCH more from EA....and not accepting anything *less.
    The only thing I care about improving right now is Franchise.
    Franchise for Madden 17 was alright.
    I expected more from Madden 18, and got nothing.
    If they keep on taking these baby steps, we might get the madden we want by about Madden 2050.
    Slim4824
    Thank you for that constructive post.
    Sent from my SM-N920R7 using Tapatalk

    Tried to report it, but something isn't working with the report function. No place for filth like that here.
    Kanobi

    What good are the visual enhancements when the game still fails to form a realistic pocket around the QB or come remotely close to duplicating the war in the trenches. And tackling? Where is the sense of momentum, explosion and high impact?
    Where's the reward for controlling Kam Chancellor only to deliver powder puff, wrap-up tackles instead of *bone- rattling, tone-setting hits?
    The fact that there exist console football games that are now +10 years and one to two console generations old that DO/DID deliver these vital and requisite aspects of football should have Madden gamers *unified in demanding MUCH more from EA....and not accepting anything *less.

    Are you actually playing the game? Because these two complaints don't seem valid to me at all. Pockets are not a problem. And they brought back a nice BOOM on big hits this year. It's different than before, but there is a deep bass thump when deliver one. I think that is the trade-off with the NFL. They don't want the bone crushing sound because of the CTE issue. But the new sound works just fine, providing that thumping feeling when you lay a good hit.
    Jay D
    Are you actually playing the game? Because these two complaints don't seem valid to me at all. Pockets are not a problem. And they brought back a nice BOOM on big hits this year. It's different than before, but there is a deep bass thump when deliver one. I think that is the trade-off with the NFL. They don't want the bone crushing sound because of the CTE issue. But the new sound works just fine, providing that thumping feeling when you lay a good hit.

    I concur with your statement. Hit stick depends on positioning this year. Hell i caught a pass with Carlos Hyde in the flats and (LOW AND BEHOLD) Kam chancellor knocked me off my feet and caused a fumble. Then a later on in the fourth he had an angle on my wr (goodwin) and i out ran him and no suction tackle like i was expecting.
    So far 18 is an upgrade and quite fun to play so far. On sim anyway. Haven't tried H2H or arcade yet (waiting for release). I can actually tell the difference running with different skill positions than last year.
    Jay D
    Are you actually playing the game? Because these two complaints don't seem valid to me at all. Pockets are not a problem. And they brought back a nice BOOM on big hits this year. It's different than before, but there is a deep bass thump when deliver one. I think that is the trade-off with the NFL. They don't want the bone crushing sound because of the CTE issue. But the new sound works just fine, providing that thumping feeling when you lay a good hit.

    I agree on sim I got a pretty solid pocket formed quite a few times and it surprised me. That said, he is still correct. Madden is an eyesore in motion, way to many hery janky jerky animations, I could post gifs for days. I really feel like a new locomotion system is in dire need.
    I like Madden 18 over-all though. I feel the franchise needs to do A TON more to its Franchise mode though as that is all I play.
    I plan on doing a suggestion by Millennium, I'm just going to wait for a used copy on eBay so I'm not giving EA any of my money because I personally don't feel they deserved it this year.
    Do I have to wait a little longer to get it? Yes, but that's just the way it is and I can live with that.
    EDIT: it wasn't millennium it was Aholbert. My bad.
    Sent from my iPhone using Operation Sports
    I feel the same way about this Madden that I do many other Madden's save maybe M25 and M16 with one caveat.
    If you really love Madden and you're a competitive/MUT player, you're going to love Madden 18. The gameplay was really cleaned up and there is still a pretty nice, balanced rating system at play even on Competitive.
    If you really love Madden and you're a franchise or offline player, you're still going to love Madden but not as much as you want to. I'm already tired of the presentation besides the commentary and the intros. The base presentation package has been unchanged since Madden 15. The anger at CFM has kinda took the heat away from presentation going relatively untouched for years (not even getting to the fact that the NFL is the number 1 TV show on 5 networks, why would they ever not stick to a true TV broadcast style? Blows my mind.)
    We all know about CFM. So essentially you're love for the game and what is has added has to be outweighed by what is now boring and stale to some of us.
    If you think Madden is a fine, serviceable NFL game but no something that blows your socks off (which is where zI kinda fall), then it's still a fine, serviceable game. Again, the improvements are great but the lack of CFM may be unforgivable since the gameplay doesn't exactly hold your interests
    If you hate Madden, the you have tons of ammo to unload on the game.
    "there are still issues that persist with collision detection at times, as it’s not uncommon to see players’ limbs going through bodies. "
    This is my biggest issue with the gameplay.  The game just looks unpolished at times which really hurts immersion.  I really wish EA would focus on cleaning up player physics & eliminating all the excessive player clipping.  It really holds the game back in my opinion.
    Americas Team
    Finally a fair unbias impression.
    Sent from my BLN-L24 using Operation Sports mobile app

    Lol. Yeah, it's so tough to be unbiased with madden for me, anyways, after years and years of waiting for a game worth playing.
    But, I will say, for sure, graphics are #1 of any madden. I mentioned in another thread they look clean, crisp, and FOCUSED. It's like getting a new pair of glasses when u didn't know u needed them. lol. This game is absolutely in focus and crisp, sharp, clean.
    The jukes! The jukes finally work correctly!!!! Holy . I'll never say anything is perfect, but I gotta admit these jukes are responsive and effective. The first kickoff return I had in M18, I performed a spin move around the first defender, normal juked right and shrugged off the next defender (totally realistic, btw, not cheap, very realistic, especially for a kick returner), ran another 20 yards as I was looking at 2 defenders coming from the left, I gave em a precision juke that was GORGEOUS. And, again, it was totally realistic based on the spacing. And I used to hate the whole 'precision' juking concept, but now that it works correctly, I love it, and I simply love all the jukes working appropriately.
    The gameplay is def at an all time high. But, I'm jaded after years of substandard gameplay with this series. Lol. And, the whole longshot/NBA live/marketing/etc, this year, ea has just finally killed my spirit. The lack of CFM improvements. I really don't think they should've wasted any time on Longshot. It's completely unneeded when u don't even have a fully functional CFM. And, I know Rex has mentioned some Longshot stuff could be added to CFM, I would've appreciated that more if they simply did that instead. And, I'm not necessarily saying to just have put Longshot in CFM. I'm saying they should've put the resources and/or something similar to Longshot, maybe into CFM as a story becoming a draft pick or whatever. And, put those CGI resources into making a top flight weekly wrap up show or something instead of making the movie, u know?
    So, for me, it's a complicated set of items. And, it's really disappointing, actually, that 18's gameplay is the best madden I've seen to date. Lol. But, their marketing/Longshot/etc, I finally just can't take ea seriously anymore. They get $30 out of me every year with ea access. And, that has worked out. I just got Titan fall 2 and battlefield 1 in the vault. So, that is actually worth it. I just wish I didn't want to play the new football game during the season, or I'd wait till it's in the vault, too. But, I'll buy it used in a few weeks, I think.
    So, I'm trying to be unbiased about it. This prob will be the greatest madden, ever, and some of the gameplay improvements normally would warrant a day one purchase for me. But, it's the brand I kind of despise at this point. Lol.
    Sent from my iPhone using Tapatalk
    Rocky
    I feel the same way about this Madden that I do many other Madden's save maybe M25 and M16 with one caveat.
    If you really love Madden and you're a competitive/MUT player, you're going to love Madden 18. The gameplay was really cleaned up and there is still a pretty nice, balanced rating system at play even on Competitive.
    If you really love Madden and you're a franchise or offline player, you're still going to love Madden but not as much as you want to. I'm already tired of the presentation besides the commentary and the intros. The base presentation package has been unchanged since Madden 15. The anger at CFM has kinda took the heat away from presentation going relatively untouched for years (not even getting to the fact that the NFL is the number 1 TV show on 5 networks, why would they ever not stick to a true TV broadcast style? Blows my mind.)
    We all know about CFM. So essentially you're love for the game and what is has added has to be outweighed by what is now boring and stale to some of us.
    If you think Madden is a fine, serviceable NFL game but no something that blows your socks off (which is where zI kinda fall), then it's still a fine, serviceable game. Again, the improvements are great but the lack of CFM may be unforgivable since the gameplay doesn't exactly hold your interests
    If you hate Madden, the you have tons of ammo to unload on the game.

    Imo, you left out the segment I fall in which is disappointed in Madden due to all the seeming untapped NFL potential. There are elements outside of the actual game of Madden that I despise but when it comes to the game itself, I'm disappointed at what I see as multiple years of squandered opportunities, to create something epic in gaming. Even for those that have a far more favorable or less critical POV about Madden than I do, I think there should be reasonable agreement after 13 years, two console generations and countless tech advancements, Madden as a whole, could be so much football better than it is now. Pointing to almost anything about football replication done better or done period one to two past console generations ago, should be absurd but that's not the case.
    Taking the premise of the review and flipping it, I see Madden 18 being considered Madden 17.5 or any previous Madden .5 as a disappointment. I'm would love to see a Madden, say Madden 19 for example, that it could be argued that it seems like Madden 22 because it has made that big of a leap from the general pace of the past 13 editions. To anyone that would try to propose that's an unreasonable expectation for any reason other than EA Tib chooses to not provide that, I point out that nothing it would theoretically take to make Madden 19 seem like Madden 22 to me, hasn't already been done before. It just all hasn't been put into one NFL package and I wish EA Tib would take advantage of that.
    Madden 18 has some stunning visuals and like various editions before it, some solid elements scattered throughout, all of which make the numerous consistent issues more frustrating. I would like to play a Madden with stunning visuals, numerous consistent solid NFL elements and understandably scattered issues throughout.
    It sounds rash but for me it begins and ends with AI, with how well 17 felt in many key areas it felt like AI was the thing to push it into elite territory (in my opinion and for the offline gamer). When you feel the computer and especially the cpu quarterback is playing in such an undynamic way, not reacting to what you are doing and simply following a flawed script, it takes away immersion on a level that any number of fancy presentation elements or animations can't hide. It's a shame to hear it's an area that hasn't seen much improvement.
    Not gonna read this whole article. Just gonna post my thoughts. The game obviously looks better. The passing game is better. I love that coaching adjustments are finally in the game (shoudlve been there years ago when NCAA had it). My biggest issue is the run game when playing the CPU (on all madden) yes the line blocks smarter and find the right guys but it's still and issue that as soon as your get to the line with your back, the computer just sheds the block and makes the tackle. In 4 games I don't think I totaled 100 yds. I can pass all day and pick the d apart but the run game is non existent. Madden needs to work on this next year (or patch this year if possible) idk how a guy maintains his block but as soon as I'm next to him is when he can't hold his block anymore. Even with me putting "blocking" on aggressive and me playing with sliders didn't really help
    I haven't purchased Madden in years, but will most likely skip again. In my two games, it seemed QB completion rates were being dictated by constant WR drops.  If they could fix that, then I'm all in.  Nothing like 3 and outs because you hit 3 wide open receivers for them to drop the ball.  A variety of over throws and under throws would fix this, not drops.
    Toupal
    The only thing I care about improving right now is Franchise.
    Franchise for Madden 17 was alright.
    I expected more from Madden 18, and got nothing.
    If they keep on taking these baby steps, we might get the madden we want by about Madden 2050.

    The team put up a giant middle finger to Franchise this year. This is the first year I am straight-out not buying Madden. If the Show doesn't step up their Franchise game, I'm out next year too. Even though basketball is my least favorite of the major sports, I WILL buy 2k because they continue to invest in MyGM. They're the only dev team, it seems, to give anything more than lip service to franchise mode.
    Hopefully, the reviewer was able to put some time into coaching adjustments because it wasn't mentioned in the article that they did spend time with it.
    Huge game changer in and of itself. QB's don't stand around like statues and take a sack using coaching adjustments, which leads to off mark throws and lower CPU completion percentages.
    thechef128
    NMy biggest issue is the run game when playing the CPU (on all madden) yes the line blocks smarter and find the right guys but it's still and issue that as soon as your get to the line with your back, the computer just sheds the block and makes the tackle.

    Probably my biggest issue with the game gameplay-wise. When Rex or whoever it was admitted last year that the turbo button acts as a defender block-shed-pursuit buff, I was DISGUSTED. There are plenty of times when a hole opens and a back SHOULD step on the gas, but in this game that's an invitation to death. It's a bull**** cheat-buff for the CPU that circumvents actually having to simulate real football. And I don't care if I run for 100 yards or 10 yards, I want it to feel like real football.
    That, plus the horrid tackling animations, specifically against RB's. My guy gets caught from behind, FALLS BACKWARDS, and goes into that taking a crap/lassoed animation. Happens, what, 20 times a game?
    roadman
    Hopefully, the reviewer was able to put some time into coaching adjustments because it wasn't mentioned in the article that they did spend time with it.
    Huge game changer in and of itself. QB's don't stand around like statues and take a sack using coaching adjustments, which leads to off mark throws and lower CPU completion percentages.

    I saw another post of yours mentioning this. From what you're describing, it sounds kind of bad, imo. Meaning, from what I'm hearing, you're saying that 'if' we put pass rush to 'aggressive,' suddenly the CPU QB plays more realistically? Lol. I mean, this just sounds like another one of those poorly implemented madden things. Do u actually generate more rush? Or, does it matter? Because, if this is the case, it just sounds like another 'artificial' switch put in. Instead of the CPU QB AI sensing any pressure on any given play, this coaching adjustment 'tells' him to be 'jittery' or 'more aware' of the rush regardless of whether or not a player is in his face?
    So, I mean, this is good to know. But, it still doesn't really solve the overall QB AI. Sort of a bandaid, maybe. Geez. Madden, oh how thou infuriate me. Lol
    Sent from my iPhone using Tapatalk
    OhMrHanky

    So, I mean, this is good to know. But, it still doesn't really solve the overall QB AI. Sort of a bandaid, maybe. Geez. Madden, oh how thou infuriate me. Lol
    Sent from my iPhone using Tapatalk

    Well, the bandaid fix is what they did last year with the nano blitz, and it nerfed even guys that were ASSIGNED to blitz that you controlled. Ridiculous.
    And it's absolutely what they did to the speed burst. Like I said in a previous post, pressing that button triggers any defenders close to you to disengage blocks and heatseek towards you like bats out of hell. The ULTIMATE band aid fix...
    Fuimus Troes
    Well, the bandaid fix is what they did last year with the nano blitz, and it nerfed even guys that were ASSIGNED to blitz that you controlled. Ridiculous.
    And it's absolutely what they did to the speed burst. Like I said in a previous post, pressing that button triggers any defenders close to you to disengage blocks and heatseek towards you like bats out of hell. The ULTIMATE band aid fix...

    Yeah, no doubt. That's been there since 15, at the very least, the speed burst thing. And, yeah, it just kills u. I don't know all the ins and outs of their AI coding, but I have to say that when I hear stuff like this, it does sound like poor coding 'philosophy' or 'theory'. In any vid game, as a designer, u absolutely have to cheat to get desired results. This is a fact. No AI is truly 'cerebral'. So, u have to cheat here and there. But, the best AI is created by how and where u cheat. The speed burst is NOT where u cheat, imo. In fact, there should be no cheating there at all. U have RBK rating for the Oline. U have block shed for Dline, u have Strength for both. These are the things that should determine when the block shed actually happens. Speed burst of RB should have nothing to do with it. Pursuit and awareness should dictate the Dline 'sees' the RB and moves in that direction. But, the actual block shed should be performed due to the ratings of the linemen, period.
    Same thing with the safeties, now. Again, I really think there's something off with their philosophy. The safety has to be aware of the QB and any WRs coming through, near, or in his zone. He needs to play in a way that makes him equidistant from being able to run to a WR near him or near his zone once the ball is thrown. He should be making adjustments the whole play, not just AFTER the throw, u know? When the ball is thrown, now, his single reason for living is to attack the spot where the ball is going to land or be caught. They have that coded 'correctly,' but they don't have the 'before the throw' coded well at all, it seems.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    Yeah, no doubt. That's been there since 15, at the very least, the speed burst thing. And, yeah, it just kills u. I don't know all the ins and outs of their AI coding, but I have to say that when I hear stuff like this, it does sound like poor coding 'philosophy' or 'theory'. In any vid game, as a designer, u absolutely have to cheat to get desired results.

    I agree, it feels that the dev's have taken shortcuts when it comes to refining the game.
    For a while now it seems Madden has been coded/designed in a way that favors the casual play now crowd. Things are introduced and tweaked that would appear to be good improvements when viewed within a single game. But once users get into CFM/Head2Head/continued gameplay these changes really fall short and show negative signs.
    I don't think this is on purpose, but I do feel it relates to their priorities. They want to add new features, refine gameplay, etc., but if it's not a focused effort then it'll simply be another 'feature' that is dumbed down after a patch or two because it wasn't tested properly. I know the team doesn't have complete control, but it's either shortsightedness or a lack of testing that can really give you half-hearted unbalanced features.
    Look at blocked kicks from last year. If you picked up the game every once in a bit, or only played play now verses your friends, it was a great feature. If you played the game repeatedly, especially in CFMs, you ran into a feature that was unbalanced. Now this isn't to say they haven't put in great new features, but unfortunately some of these were dumbed down through patches as well.
    Having seen some of the videos of Longshot it feels like another bit of wasted dev time. I'm not knocking the mode itself, just that it looks to not have been ready for this year. I don't know if the higher-ups pushed for a 2017 release, but with some odd-looking cutscenes animations and 'interesting' quicktime choices (moving the ball mid-flight), it seems as though it is rushed or unpolished product.
    One wish I would have, if this is the way they are going to add/tweak features, with band-aides, why not add a whole bunch of changes and polish them up by the final patch? Seems each year you either want to play the OTB or final patched version, why not just add a ton of features that work correctly by February :tongue:
    OhMrHanky
    I saw another post of yours mentioning this. From what you're describing, it sounds kind of bad, imo. Meaning, from what I'm hearing, you're saying that 'if' we put pass rush to 'aggressive,' suddenly the CPU QB plays more realistically? Lol. I mean, this just sounds like another one of those poorly implemented madden things. Do u actually generate more rush? Or, does it matter? Because, if this is the case, it just sounds like another 'artificial' switch put in. Instead of the CPU QB AI sensing any pressure on any given play, this coaching adjustment 'tells' him to be 'jittery' or 'more aware' of the rush regardless of whether or not a player is in his face?
    So, I mean, this is good to know. But, it still doesn't really solve the overall QB AI. Sort of a bandaid, maybe. Geez. Madden, oh how thou infuriate me. Lol
    Sent from my iPhone using Tapatalk

    A. I'm sure the developers didn't put this feature in as a band aid. (wow) Yes, you generate more of a rush.
    2. I was taught as a boy scout to utilize all the tools you have to the best of your ability.
    B. Your mileage may vary.
    3. I said to put pass rush to aggressive on every 3rd down, which might equal to 20 to 30% of the time.
    C. I don't see what the big deal is. Sliders and coaching adjustments are there for your disposal. There isn't a sports game I've played over the past few decades that I haven't rearranged sliders to my liking. Why wouldn't I/you do the same with coaching adjustments?
    roadman
    A. I'm sure the developers didn't put this feature in as a band aid. (wow) Yes, you generate more of a rush.
    2. I was taught as a boy scout to utilize all the tools you have to the best of your ability.
    B. Your mileage may vary.
    3. I said to put pass rush to aggressive on every 3rd down, which might equal to 20 to 30% of the time.
    C. I don't see what the big deal is. Sliders and coaching adjustments are there for your disposal. There isn't a sports game I've played over the past few decades that I haven't rearranged sliders to my liking. Why wouldn't I/you do the same with coaching adjustments?

    A. I'm not saying 'they' put it 'in' as a bandaid. I'm saying that 'you' are saying to use it like a bandaid. Lol. What concerns me here is they create this 'aggressive rush' coach adjustment, which is a great idea, I like it, but they improperly code it to these win/loss scenarios we talk about so much. If it does generate quicker/better pass rush and that affects the CPU QB AI, that's ok. However, if u choose not to use aggressive rush on 3rd down, the CPU QB AI should NOT get sacked standing back there like a statue. And, again, I have to say, I really have a feeling that they have coded, 'u change to aggressive pash rush, we lower CPU throw timer,' u know? And, again, for me, this is not the way u do it. U play aggressive, and the CPU should still play based on the actual pass rush. Again, if that's the case, it's ok. But, to reiterate, Im not saying they added it as a bandaid. I'm saying your suggestion to use it is a bandaid for us to use to see better 3rd CPU QB play. And, I don't think it should be necessary. U know?
    And, you're sort of looking at 2 different things here.
    1. Sliders - yes, I played with these HEAVY a few years ago because I was bound and determined to make this silly madden play actual football!! Lol. . This is perfectly fine, this is OUTSIDE the actual game as an adjustment to how the game plays. And, depending on how each person users their players, sliders can work completely differently, so this is great. Madden should actually offer MORE sliders like they did in the past, but I digress.
    2. In game coaching adjustments. These shouldn't affect the CPU AI directly. Meaning, again, if u choose aggressive, it lowers the CPU QB awareness by -5 or something. Totally hypothetical there, I'm not saying that's what's happening, but just an example of what might be happening under the hood. I don't want that. I want the coaching adjustment to affect the QB indirectly, meaning I want the pass rush to be 'better' or 'quicker,' and the QB now throws the ball away. If that's the case, that's fine.
    But still, regardless of setting pass rush to aggressive or not, the CPU shouldn't play like that. And, I have a bad feeling, perhaps the way they implemented the coaching adjustments might've affected normal CPU QB play. Like, it's possible they nerfed the CPU QB play slightly so that when u use coaching adjustments, u REALLY see the effect. U know?
    So, I mean, to specifically answer your question, I don't want to have to adjust coaching adjustments just to see better QB play. I want to change coach adjustments if I really want to, for coaching reasons. Lol. NOT for CODING reasons!! lol
    Sent from my iPhone using Tapatalk
    Not a MacGyver fan I notice.
    A. The discussion is probably null and void because I'm hearing from a few different sources day 0 patch and the QB's are starting to take off and run.
    B. Again, I think we are entitled to utilize the materials that we are given and not try to overanalyze a tool too much.
    C. Teams IRL try to bring the heat on 3rd down, why not in a video football game?
    Your #2- Yes, the agg rush does exactly as intended, makes life helter skleter for the CPU AI.
    We should be embracing options instead of finding ways not to embrace them.
    I'm just saying the game plays a better game of football when using coaching adjustments, but there are risks to take as well.
    No one is forcing anyone to use them, but they are there to use.
    roadman
    Not a MacGyver fan I notice.
    A. The discussion is probably null and void because I'm hearing from a few different sources day 0 patch and the QB's are starting to take off and run.
    B. Again, I think we are entitled to utilize the materials that we are given and not try to overanalyze a tool too much.
    C. Teams IRL try to bring the heat on 3rd down, why not in a video football game?
    Your #2- Yes, the agg rush does exactly as intended, makes life helter skleter for the CPU AI.
    We should be embracing options instead of finding ways not to embrace them.
    I'm just saying the game plays a better game of football when using coaching adjustments, but there are risks to take as well.
    No one is forcing anyone to use them, but they are there to use.

    Macgyver fan? No, I never watched the show. Lol
    If u think I don't like using all the tools available, you're incorrect. I'm a control freak, actually. Lol. And, I love being able to control everything in the game. I tried to dissect those GD sliders almost everyday for a GD YEAR for M25, specifically. Oh, god. It was awful trying to get a realistic form of football out of that game. Lol.
    But, you're missing my point just a little. And, it's all good. To each his own. I'm a 'why' person. I want to know 'why' something works and I want it to make sense and I don't want it to be a bandaid/crutch/etc.
    As an example. What if this 'play aggressive makes QBs play realistic' was 100% of the time? Meaning, these 2 scenarios were 100% of the time because of the way they were programmed?
    1. U don't use aggressive rush, the QB acts like a moron on every 3rd and long.
    2. U use aggressive pass rush every 3rd down, the QB plays realistically.
    If this happened 100% of the time, I think u would be ok with that. I wouldn't. And, again, to each his own. And, admittedly, I forgot about the coaching adjustments, in general, so I'm ok with changing for 3rd and longs. But, arguably, there may be times that as a coach u don't want to go too aggressive because u are winning by a lot or something or maybe they've run some screens or RB draws on u. So, u make that coach adjustment, and now the QB plays like a moron, again.
    If the game has been programmed that way, and I'm not saying it is, who knows? But, if it is, it's a poor implementation, imo, and isn't geared towards realism. As I said earlier, as an AI program designer, u do have to cheat. U absolutely have to cheat somewhere to make it 'look real' or 'look smart'. But, imo, there's a right and wrong way to do it, and there's a better and best way to do it.
    So, ultimately, I'll prob go aggressive on 3rd and longs, at the very least, but I'll continue to be disappointed in their programming choices.
    lol.
    Sent from my iPhone using Tapatalk
    I played an entire half with it set to aggressive against Cam Newton. Cam Newton attempted to scramble once but got caught from behind before he crossed the line of scrimmage and was knocked out for a quarter. Back up came in and got sacked. What I noticed when Cam came back, he just threw the ball quicker and CPU called more short route plays.
    Gotmadskillzson
    I played an entire half with it set to aggressive against Cam Newton. Cam Newton attempted to scramble once but got caught from behind before he crossed the line of scrimmage and was knocked out for a quarter. Back up came in and got sacked. What I noticed when Cam came back, he just threw the ball quicker and CPU called more short route plays.

    It is nice to see that the computer has some logic to it in that regards.
    Honestly, the game LOOKS great. No denying that. 
    For years, I screamed that the players need to play to their ratings. When the whole 'simulation' thing came, I was excited. I played a game with the Eagles and Carson Wentz with default 'all pro' sliders and noticed that he was pinpoint accurate w/ passes. I figured 'ok, it's Carson Wentz, maybe the Eagles are high on him.' So I did a test that I did last year... put Donnie Jones, punter, as QB and sadly, it was still the same issue... pinpoint accuracy. 

More in Madden NFL 18

Trending


To Top
%d bloggers like this: