Connect with us

It Came From the Forums: Quality of Life Tweaks for Madden 21

madden-20-myles

Madden NFL 20

It Came From the Forums: Quality of Life Tweaks for Madden 21

OS forum user Vanilla_Gorilla is generally helpful with his feedback and criticisms when it comes to Madden. He’s one of these people who gives a “how to fix” along with the criticism itself, which i think is the best general practice for how to make criticism useful and not toxic. Plus, it’s always a good way to make an effective Madden 21 wishlist of sorts.

His latest thread has a lot of good quality-of-life changes that revolve around adding some nuance and efficiency to the game. It’s a form of a wishlist, but it’s very specific and focused on adding strategy elements that are not incredibly cumbersome.

madden 21 wishlist

His list has four main topics, and they revolve around User vs. CPU games. However, I think some of them could also apply to online games as well.

An Option To Freeze At The LOS On Defensive Plays (Madden 21 Wishlist)

His first quality-of-life change has to do with extending the time before the CPU snaps the ball. This would be an optional element, but the CPU does generally snap the ball very quickly at the line (in part due to quicker presentation, in part to avoid having to idle at the LOS, and sometimes because accelerated clock is on). However, online users are very aware that pre-play adjustments are super important, and even more important this cycle. So if there was a way to give users more time at the line of scrimmage to set some adjustments this would be helpful.

Another OS user (reyes the roof) also points out this already occurs in practice mode. If you’re making pre-play adjustments, the CPU will not snap the ball. Personally, I would just include an option where time “freezes” if you toggle pre-play adjustments to on in the options menu. This way you can keep accelerated clock on and all that, but you just have time to make defensive adjustments if you want to against the CPU (assuming they’re not in hurry-up offense). This same concept would not work online where you can quick snap all you want to try and stop people from getting their adjustments in, but that also brings us to his next recommended change.

Pregame Adjustments (Madden 21 Wishlist)

This has to do with pregame adjustments. He calls out Weekly Training as mostly boring and lacking meaning (he’s not wrong). However, his concept to add on here would be to have preloaded pre-play adjustments already in the bank. So if you know you’re about to play the 49ers and Nick Bosa, you might want to slide protect against him on all passing plays. You could tie this up in the “scouting universe” by looking at who is crushing it in the pass rush, and then say you’re going to slide protect that player’s way on all passing downs. This would be a fantastic change because it is very annoying having to do repetitive pre-play adjustments both online and offline.

madden 21 wishlist

Halftime Adjustments (Madden 21 Wishlist)

Continuing down that same path, he mentions halftime adjustments as another area to add to a portion of the game that is lacking right now. The halftime show in the game right now is stagnant and boring, but you could spruce this up by giving your coach a chance to make some tweaks. If you’re getting destroyed up the middle on runs, you can set it so your defensive line always pinches. If a receiver is lighting you up on the outside, you can tell the safeties to shade to his side as well.

In other words, you take the pregame adjustments you are now making in this hypothetical universe, and you give your coach a chance to make these same changes once again at halftime. It’s a cool touch because you could put presentation around it to make it feel realistic and engaging, and it would be a quality-of-life improvement as well. Plus, it would add some meaning to halftime to give you this time to make these adjustments. Of course, the counter to that argument is “well shouldn’t you just be able to do this change at any point so it makes the game more efficient?” I think that’s a fair comment to make, but I think that would apply more to the online environment if this were implemented.

On top of that, it would be a good learning tool. I am sure plenty of Madden gamers who aren’t on Operation Sports still don’t know the first thing about pre-play adjustments. If you put a presentation element around it and wrap it in a tutorial of sorts, it would be another way to teach folks how to play the game. Madden has done some great work with the Skills Trainer over the years, but there’s still plenty of other ways to on-board people to the mechanics of the game.

Customizable Drive Goals (Madden 21 Wishlist)

Lastly, he talks about something near and dear to my heart. I have banged the drum for years about how dumb Drive Goals are within Connected Franchise mode. They’re arbitrary to the point of insanity, and his point that you shouldn’t feel like you’re being told how to play with your own team is right on the money. Why should I care about getting a certain number of receptions with X player? Why should I be trying to force it to a wide receiver in the red zone when I’m winning already and want to run it?

Drive Goals are a way to try and keep people “engaged” and interested in stats while getting more XP, but it’s a poor way to go about things. It’s a shoddy concept because it’s the ultimate form of “you’ll do this because it’s a checklist and we tell you to do it because you’re a gamer and that’s what you do” but it’s so blatant that it doesn’t feel football-related at all. Instead, it feels like something you would see in a free-to-play game as you just try to get enough goals accomplished so you don’t need to pay up to play the game sooner.

Instead, he thinks you should be able to customize these drive goals. Going into a game, you should be able to set some parameters for the goals you want to complete in your next game based on a logical game plan or how you’ve been using your team in the past. This way you can set it up to get XP with certain players you care about, or just focus on things you think you will want to do in your next game anyway.

I think it’s an elegant way to add more to the week-to-week strategy while not having to completely erase an idea that feels out of place. I still wouldn’t love Drive Goals in this form, but I would at least understand why they exist and what they’re there to accomplish.

Feel free to head over to that thread and give feedback on those ideas, or even add to it if you think some other ideas play into the same concepts as Vanilla_Gorilla’s do.

13 Comments

Leave a Reply

Discussion
  1. I enjoy reading posts such as yours that point out the game's shortcomings while offering viable solutions towards improving it.
    While I don't make a slew of pre-snap defensive adjustments, there are certain situations when I'd like to and simply don't have the time for the reason you stated. Therefore, I would like to see the walk to the line of scrimmage reinstated, but also include the ability to leave it as it is via "quick presentation" game style setting. That way, no ruffled feathers.
    I would love to see weekly game prep overhauled. Allow the user to see the top 15 plays the CPU runs pertaining to it's core offense, while also revealing plays frequently run situationally. To keep it fair, give the CPU the same information. That would bring an element of coaching strategy to the game that just isn't there at the present moment. Many years ago, Madden actually had this to a small degree in the game.
    As for drive goals, I turned those off as I fully agree with your points. Thanks again for the insightful write up.
    In regards to point one, in practice mode you can make all the adjustments you want and they won’t snap as long as you’re making adjustments. Bring this in to games vs the cpu. Just have the play clock pause if you’re making adjustments for longer than five seconds so you don’t run out the opponents clock or get them a delay of game
    reyes the roof
    In regards to point one, in practice mode you can make all the adjustments you want and they won’t snap as long as you’re making adjustments. Bring this in to games vs the cpu. Just have the play clock pause if you’re making adjustments for longer than five seconds so you don’t run out the opponents clock or get them a delay of game

    Alternatively, allow the option to "Save" adjustments so you don't have to enter them every time. Conditional macros would be ideal e.g. "If 3rd and >=10 then Pass Commit"
    IlluminatusUIUC
    Alternatively, allow the option to "Save" adjustments so you don't have to enter them every time. Conditional macros would be ideal e.g. "If 3rd and >=10 then Pass Commit"
    I never thought of this before, but now that you mention it, this would be a genius thing to implement. Having to make the same adjustments every play or every situation gets tedious. Just tie it into the gameplan feature itself. When you build a gameplan to certain situations there should be an option to bake several adjustments into these specific situations as well.
    Sent from my LM-Q720 using Tapatalk
    I like these ideas! A few things I thought about:
    Scripted Plays- user can script 15 plays to start the game
    Injury Report- Not just players that are out for several weeks but a look around the league mid-week, some guys are probable, questionable, doubtful. Then game day you make the decision on your guys whether to play him or sit him for say one week
    Inactive List-user will have to sit guys each week, some injure, some not; CPU teams will do the same. It can create story lines (why is McCoy a healthy scratch again this week?) and maybe open up some trading
    A "Boom or Bust" type of kick return option where if you choose it you may actually have a chance to break a long return; the bust could result in a penalty or getting blown up inside the 15 yard line.
    Home field advantage- where applicable player ratings go up/down at home or on the road; total team ratings do too
    And bring back "pump up the crowd at home
    IMHO drive goals shouldn't even be in the game. XP should be determined entirely by the coaching staff and play time. Nothing else. A player having a good year doesn't suddenly make them a good player. They had the good year because they were ALREADY a good player. And heck, statistically, after a player has a good year they go DOWN in production because of regression to the mean.
    Manuch623
    I like these ideas! (the rest deleted because... REALLY?!)

    Dude are you terminally blind? Why is your font the size of a Tyrannosaurus rex? I can't be bothered to read a post where I can only get three words per line. Please reformat. Thanks.
    ForUntoOblivionSoar∞
    IMHO drive goals shouldn't even be in the game. XP should be determined entirely by the coaching staff and play time. Nothing else. A player having a good year doesn't suddenly make them a good player. They had the good year because they were ALREADY a good player. And heck, statistically, after a player has a good year they go DOWN in production because of regression to the mean.

    I am in 100% agreement with you here, I hate how stat based progression has become in madden. It’s especially frustrating when you play in online leagues where the current system tends to constantly reward the top teams and teams that force feed. It makes it really hard to get better if you are a middling team in an online league when the progression system favors the top teams and further widens the skill gap.
    ForUntoOblivionSoar∞
    IMHO drive goals shouldn't even be in the game. XP should be determined entirely by the coaching staff and play time. Nothing else. A player having a good year doesn't suddenly make them a good player. They had the good year because they were ALREADY a good player. And heck, statistically, after a player has a good year they go DOWN in production because of regression to the mean.

    Drive goals are an essential part of strategy in the game. But the way Madden portrays them is completely unrealistic in most ways. Some are good like getting a first down or 2, getting 10-20 yards on the ground to establish the run, get a sack or a turnover, etc...
    The unrealistic ones are the getting a player a touchdown or a certain amount of yards. Drive goals are unit goals, not player goals. Players should have their own XP related goals for a game.
    Vanilla_Gorilla
    Drive goals are an essential part of strategy in the game. But the way Madden portrays them is completely unrealistic in most ways. Some are good like getting a first down or 2, getting 10-20 yards on the ground to establish the run, get a sack or a turnover, etc...
    The unrealistic ones are the getting a player a touchdown or a certain amount of yards. Drive goals are unit goals, not player goals. Players should have their own XP related goals for a game.

    Yeah i agree with this. I think what would be a better design for player-related goals would be to take it away from XP and more towards morale. They would need a system where morale actual means something, but something along the lines of the scenario where you have a Frustrated WR would be cool if the consequences for not getting players involved is that they demand trades, threaten to hold out, say they won't re-sign with the team, lose chemistry with the QB, temporarily lose stats, etc. That kind of stuff would be cool and add some real life to the players. Stat goals don't have that same type of weight.
    I feel like Madden needs to fix their ratings for full backs. Even the best full backs like James Develin (75 overall) and Anthony Sherman (77) have incredibly low overalls. The only reasonably well rated fb is Kyle Juscyk (86). Thoughts?

More in Madden NFL 20

Poll

Deal of the Day

Hot Deal
Ghost of Tsushima (PS4)
$33.99
As an Amazon Associate, we earn a commission from qualifying purchases.

Recent Forum Threads


Top Esports News

Related

To Top