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Our Madden NFL 19 Wishlist - What's on Yours?

Madden NFL 19

Our Madden NFL 19 Wishlist - What's on Yours?

Despite some fairly significant strides in cleaning up legacy issues and core gameplay mechanics, the Madden franchise is still missing its hook. Whether that is indicative of its gameplay or feature set, it’s hard to know. Games like MLB: The Show and NBA 2K have coasted on strong gameplay for nearly a decade — allowing each to experiment with their game modes in new and exciting ways. Perhaps Madden needs to follow the same path: gameplay first, game modes second. Here is our wishlist for Madden 19.

Space The Field

This should be a priority for EA Tiburon. A lack of spacing leads to a lot of issues, including too many opportunities for interceptions (and the subsequent drops that just look terrible), weird completion rates and an odd pass rush. The easiest fix for all of this would be to develop stronger A.I. that behaves like they only have one set of eyeballs rather than a dozen. Players should have an awareness of situations, but only believably so. In turn, this would lead to more one-on-one coverages and allow for throws to sometimes hit the ground.

Revamp The Red Zone

This is an issue that has plagued Madden since its inception. For one reason or another, the game plays the exact same way on the 10-yard line as it does the 50. There are a number of problems here, including the play calling by the CPU. Perhaps most important, however, is the fact that plays like the end zone fade and goal-line runs don’t play out like they should. Rarely do running backs have to earn their touchdowns in Madden, and all too frequently the plays result in them going untouched into the end zone or slaughtered deep in the backfield.

Instead, it would be really nice to see offensive lines crashing on the defense and running backs leaping their way to a potential score, or a quarterback burrowing themselves in a gap for the necessary yard. As it stands, Madden’s red zone plays much too similarly to the rest of the field.

Adaptable AI

This is probably the largest feature still missing from Madden. Football is a game of chess, and unless you’re playing another person online, it’s very unlikely you’d ever get that from Madden. The AI has trouble adapting to any long or short-term strategies, including running the same play over and over again. This issue is twofold, because not only do you miss out on a strategic battle between you and your opponent, it creates a divide in difficulty. Boosting the difficulty then has to come from artificial means, like boosting CPU player ratings.

Difficulty should work in tiers of adaptive intelligence. If a computer can run a perfect game of chess, surely it can adapt to specific kinds of play calling. There is no reason that this feature hasn’t found its way into the franchise yet in any kind of meaningful way.

Coaching Carousel

Assuming all of the above features have been added, I’d love a coaching carousel mode that starts you off as a coordinator. The importance of play calling would obviously have to be boosted in order for something like this to work, but it would be really fun trying to begin a career as a shutdown defensive coordinator or high flying offensive coordinator.

Moreover, the NFL traditionally has one of the most interesting carousels in sports. Every year, a handful of vacancies open up and the rumor mill starts flying. It would be fun if that was a part of the offseason routine in Madden 19.

Create A Draft Class

This is probably the least likely feature for Madden 19, which is a shame because it might be the one people want the most. Every year, the NFL draft proves to be one of the most interesting segments of team building in all of sports. While I enjoy most of what Madden’s current draft has to offer, there’s nothing like having a realistic class to scout and pick from.

While it seems likely that Madden is still trying to avoid all things related to college sports, there is precedence. Other sports franchises, like NBA 2K, have implemented the feature successfully and without any major legal issues.

What’s on your wishlist for Madden NFL 19?

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  1. Agree on the redzone stuff, but also in general short yardage situations need some work. In real football, short yardage situations and fighting for every yard is one of the more exciting things. Piles of bodies inching toward a first down or end zone. Would love to see that appear in the game and also bring out the chains again.
    #1 on my list is also adaptive AI
    But a close second is what 2K does with full team and league customization. I love that I can create a fully custom league, make my own uniforms, make my own logos and such and use them. Bring back Team Builder but take it a step further. I'd love to make a custom league with *gasp* XFL, Arena, High School or NCAA teams.
    For those of us including myself who like to assign all 32 teams to be controlled by the CPU and watch the games as simulations on offline franchise, I'd like to see the setup being simplified. Instead of having to setup 32 profiles, set the game speed to super slow, etc, just make the start up screen where you select the teams you want to control (as few as 1 to all 32). At the start of every week, select the games you want to play or watch, and move the controller to the center where the CPU plays itself.
    I'd also like to see fully customized draft classes and coaching staffs that you can access from the vault.
    Meh, I've given up on Madden. EA has shown they are incapable of making a good football game. The only hope is if OOTP can make something similar to their baseball game with OOTP Football.
    BigOrangeVol4Life
    For those of us including myself who like to assign all 32 teams to be controlled by the CPU and watch the games as simulations on offline franchise, I'd like to see the setup being simplified. Instead of having to setup 32 profiles, set the game speed to super slow, etc, just make the start up screen where you select the teams you want to control (as few as 1 to all 32). At the start of every week, select the games you want to play or watch, and move the controller to the center where the CPU plays itself.
    I'd also like to see fully customized draft classes and coaching staffs that you can access from the vault.

    Totally agree. I also have all 32 Teams User Controlled. Unfortunately this means when playing a game you don’t get score updates from other games around the league. A simple option such as in NBA 2K where you tick which game/games you want to play in would be a nice addition & one that I can’t imagine being too difficult to implement.
    Madden NFL has by far the worst Franchise Mode experience of any of the main stream games. Sluggish Menus, Poor layout, Uninformative & repetitive News Screen....
    Everything becomes a drag within the mode to the point that you can’t be bothered & you just skip through stuff which ultimately leads to a lack of immersion.
    I just get a kick out of people saying the game does artificial things like boost ratings. I'd like to ask the many people who think this, you don't thinkcoaches play a big part in having their teams prepared for you their opponent? You don't think Bill Belichick has his team prepared for everything you do or might do to his team and individual players? I get that chess match from Madden but to play chess you first have to understand the chess pieces! 
    I would say fix the cfm where once u have everything set up the cmp changes then once u start like depth charts etc.
    Also change the pre season in cfm... Its dumb that once u get into second quarter only the 2nd string guys come in for rest of games...no 3rd and 4th string guys.
    Now I'm a roster guy I like creating the draft classes etc every yr we should first have 90 man rosters ...second the salary cap shouldn't!!!! Be on outside of cfm...its hard to get accurate rosters when u run into u can't sign so and so because of the cap!!!!
    Also bring the full player edit outside of cfm.
    huntt26

    But a close second is what 2K does with full team and league customization. I love that I can create a fully custom league, make my own uniforms, make my own logos and such and use them. Bring back Team Builder but take it a step further. I'd love to make a custom league with *gasp* XFL, Arena, High School or NCAA teams.

    This. This has been at the top of my list for years now.
    Sent from my iPhone using Tapatalk
    On the field (user vs CPU), the thing I would like to see the most is the CPU intelligently use all the gameplay tools available to users, diagnose and exploit matchups, and generally speaking not be so locked in to whatever routine it uses based on the play call alone.
    On the field (user mechanics), I'd like more and more better tools to attack other users with - green dog blitzes, run pass options, coverage shell disguises which aren't baked into the play calls, etc.
    In Franchise, I would like to see more roster management mechanics - compensatory draft picks, restricted free agency, 5th-year team options for first round picks, etc. - and a far greater challenge with respect to managing the salary cap.
    In Ultimate Team, I would like to see customizable private leagues.
    I think a lot of the way the defense plays and the whole "psychic" feel of it has a lot to do with the canned animations that madden has and just the unnatural movement and lack of true football player movement. It seems if they fixed that the one on one play and like movement would fixed itself a lot and in essence make the stuff like space the field and revamp the redzone a much easier fix.  If they fix the animations across the board to be human like the rest of the stuff they fix would be icing on the cake for me
    I totally agree with a coaching carousel, along with full control of the staff if you are the HC or owner. Lip guard mouthpieces are a must, shoot half the league wears them and  they're not represented. Draft classes would be sick, but EA will never do it. League expansion would be awesome. Basically do everything that 2K does in their franchise mode and blatantly copy it. 
    Corwin Brown
    I just get a kick out of people saying the game does artificial things like boost ratings. I'd like to ask the many people who think this, you don't thinkcoaches play a big part in having their teams prepared for you their opponent? You don't think Bill Belichick has his team prepared for everything you do or might do to his team and individual players? I get that chess match from Madden but to play chess you first have to understand the chess pieces!*

    That's not what is happening in the game. When you boost ratings across the board, or play on all madden you don't get a more strategically improved challenge, you get an artificially stronger challenge because the rules of the chess game get bent in the AI's favor. Sure Bill Belicheck might get his players to play beyond their abilities, but boosting ratings makes all 32 teams play like Bellicheck coached teams.
    Ratings boosts mean that Julio Jones is locked down every week by mediocre cornerbacks. Ratings boosts mean that TJ Yates can torch your secondary every time you match up against him.
    What's worse though is that the AI isn't strategic about how to use the good players they have. I can't think of how many times I've played the falcons and seen Julio only get 4 targets in a game.
    We want a chess game that is legitimate, not placebo effect and imaginary.
    I am primarily an offline gamer and I thoroughly enjoyed Madden 18 and the graphics overhaul.
    1. An offline playoff mode with overlays and commentary unique to the playoffs that the user sets up. NBA 2K, MLB The Show 18, and NHL 18 both provide this option. NBA Live 18 even gives one the ability to make the environment a Playoff game.
    2. Classic teams, classic stadiums, and the ability to choose Mexico City and London venues for exhibition games. If this game integrates classic players for Madden Ultimate Team I am not sure why they could not include classic NFL teams.
    3. Pro Bowl teams and All Pro teams from the year prior for Exhibition use.
    4. A new version of Longshot and build on to how they brought in draft preparation with the Combine into Longshot last year.
    5. Various stadiums were off last year including the Baltimore Ravens and New England Patriots. The Ravens did not have mention of their 2012 Super Bowl in their stadium and the Patriots stadium does not have the new wall they built in 2017 to display all five of their Super Bowl banners.
    6. NBA 2K always did a good job witb the VIP mode where it tracked your stats, play styles, and various records. Integrate something like that or even see how NFL 2k5 tracked user records.
    * AI CPU Smarter on offense, defense, special team and playbooks during game *
    * real time dynamic weather during game *
    * Franchise Mode overhaul need to be 80% : new menu layout, coach carousel,  revamped news and smarter cpu roster management and owner mode need to be great  *
    * new scoreboard layout *
    * new pre-game warmup with season stats *
    * QB overhaul including scambling *
    * brand new crowd reaction to what happen during games *
    * NFL Replay challenge need to be overhaul *
    * Players animations need to be improved more better *
    * team chemistry need to be more realistic  *
    * player morale need to improve better *
    * player injury history from nba 2k that has one *
    * players tendency need to improve better *
    I like the list, however we are wasting our breathes with a Madden 19 wishlist.
    This game is all but finalized at this point.
    Now is probably the time to start a Madden 20 wishlist (crazy since we don’t know what is in Madden 19).
    Then again, it is probably a safe bet to “copy and paste” our wishlists until they actually add our requests.
    Adaptive AI would be highest on my list.  In game but across games as well.  In the NFL you can't use the same money plays because teams will learn to scheme against it.  In Madden you can not only use the same money plays across games but also in game.  
    I would like there to be some sort of profile data kept of how often the user calls different plays and in what scenarios and have the computer call defenses or make adjustments to counter that over time.
    I would like it to force users to vary up gameplans from game to game or have the computer adjustment.  
    I would also love for there to be playcalling sliders or something to better balance how often the CPU passes versus runs the ball.  The last few years it seemed it was tilted way too far to running the ball.
    @feeq14  Are you using Julio Jones to his strengths and are being predictable so Tyler Yates carves you up, are you putting together proper gameplans for your opponents personnel?
    1. independent ball physics - I am tired of watching the ball morph through walls and sideline players. 
    2. Animation based calls and plays - Nothing worse than watching a instant replay challenge showing the tip of a players foot on the out of bounds line and the referee calling the play complete due to the animation caps.
    3. More variation of animation on created players. I would like to see more option of run styles and for RB's and Wr's. Remember Madden 96 when you made a player and had to run obstacle courses and cones and such that marked his talent and ability, that was wonderful. Where is that. 
    4. Running backs should be more flexible with their moves. I miss on Madden 10 when you pulled back on the controller, it was a high step instead of that back juke. I also feel that there was no fluid, forward motion when hitting a defender. There were to many instances where animation over rode the laws of physics. I made a 6'2 255 pound running back who had 1st and goal on the 1 and literally got one on one stopped by the free safety on 3 plays. 
    5. I would like to move a team to a city and not be handcuffed to the 3 options of team names. I wanted to make the Brooklyn Black Knights so bad. I found a work around by moving to London and then swimming for 10 years and than moving to BK while keeping the name but was only referred to as "the Home team".  I would also like to see a stadium creator that actually matters. (think MVP 05).
    6. I would like to actually see dynamic crowd attendance if you move to a low market that gradually increases in ambiance as you get better. 
    7. This may be seem stupid to some, but I would like a more inclusive practice that actually has you waring practice jerseys. 
    8. Halftime shows that matter and some sort of weekly wrap up show, newspaper that has stories, something better. 
    9. Hitting after the whistle blows.!!
    10. Game speed sliders. I feel that somewhere between normal and slow is the optimal game speed for madden. 
    These are my quick, wishlist items that would I would love to see. The sad part about madden football is they have made many games over the years that had great options, but as time passes, they have all but stripped it down to basic football with no lasting appeal past the actual season. Back in the day, the personalities that were on the field made the video games we played feel special in a way. Now, there is very little personalities left that matter in the world of the NFL and its only intensified by the fact that the NFL has completely forgot where it came from and is trying to put on a front for this new, clean, family atmosphere when the reality is, drugs, mental instability and barbaric behavior is what gave the game its charm and made us love the NFL. These business minded losers who would probably get ran over and stepped on by any middle-aged, place kicker in the league are responsible for its growth is why I find myself having to DVR my Sunday games due to my dosing off during the lethargic gameplay of most teams of today, 
    I am in my 50s and play offline. I completely agree with the historic teams that used to be in the old Maddens...hey, Bart Starr was and continues to be my hero, gimmie the 1967 Packers! One cool thing would be to include one retro version of the current game/players/stadiums to give it the old school look, pick a different year each year and bury it in the game. Now, if you make it like Tecmo, I wouldnt even PLAY the new version of the game!
    Corwin Brown
    @feeq14 *Are you using Julio Jones to his strengths and are being predictable so Tyler Yates carves you up, are you putting together proper gameplans for your opponents personnel?

    I'm not using Julio in this scenario. The AI is, and I can be as predictable as I want because they will only call a set amount of plays (like 4 verts every 3rd and long) and as long as I play the right defense they will dump it to the halfback.
    On all Madden, TJ Yates will carve me up NOT just becuase he's super accurate, but also because my highly rated secondary can't cover anyone.
    I've been playing this game since 1990. I am one of those guys who has looked up the ai logic for ratings. It is very clear (and the devs admit as much) that ratings change on All madden mode. But the AI cheating is the only way it challenges decent players because the AI doesn't call good plays, doesn't manage clock, doesn't play to their strenghts, etc.
    Even though this is technically a Madden 19 Wishlist, I acknowledge that it would take multiple development cycles to get most of these issues addressed. I've divided this list into sections, with lengthier ones being condensed under spoiler tags.
    General
    Gameplay
    Injuries

    • A great idea from MoonlightSwami: separate injury sliders for each position. As of right now, it seems that any increase in the injury slider causes a disproportionate and unrealistic amount of quarterback injuries as opposed to other position groups. Separate injury sliders for each position would remedy this.

    Graphics/Visuals

    • Continuous improvement of tackling/collision animations.
    • Continue to add detail to sidelines (player names on jerseys, accurate player models with accurate equipment, more assistant coach models, more varied coach wardrobe, etc.).
    • Continued improvement to weather effects, in terms of both visual effects and how gameplay is affected.
    • More scoreboard and ribbon board animations. Also, for the scoreboards, have the basic game info (score, quarter number, game clock etc.) displayed continuously as well as a feed of the game from the broadcast view (like this). And also have basic game info displayed on the ribbon boards, like this.

    Player Creation

    • An increase to the amount of players that can be created/present in a roster file.
    • When creating a player born outside the United States (Lawrence Okoye, for example), give us the option to forgo the “state” option and type in his country instead. That way, I can get “Croydon, England” instead of “Croydon, California”.
    • For players who went to a college not listed in the game, let us type it in instead of choosing “N/A” or “No College”.
    • The ability to edit the amount of years pro for created players.
    • More skin tones and, for caucasian players in particular, faces when creating players.
    • Given that real tattoos can be problematic (legally speaking), it would be nice to have some generic, licensed designs to choose for players.
    • The ability to edit coaches and playbooks, both in Play Now, and within CFM.

    Equipment

    MUT

    • I admittedly don’t play a lot of MUT, but I’d like to be able to practice with my team and export it into Play Now.

    CFM
    wallofhate
    I think a lot of the way the defense plays and the whole "psychic" feel of it has a lot to do with the canned animations that madden has and just the unnatural movement and lack of true football player movement. It seems if they fixed that the one on one play and like movement would fixed itself a lot and in essence make the stuff like space the field and revamp the redzone a much easier fix. *If they fix the animations across the board to be human like the rest of the stuff they fix would be icing on the cake for me

    Yep. All the animation/movement issues cause so many win/loss situations to play out in unbelievably contrived sequences. Sometimes things look great, but far too often we see either completely inhuman or totally oblivious spatial awareness scenarios as well as inertia defying movements play out that would literally never happen in a real life, but do so in Madden due to the deficiencies in the movement system.
    My one and only true wish is that they put an intense focus on franchise mode for once... It always ends up as an afterthought, receiving minimal meaningful tweaks. It gets swept aside for ultimate team. I mean I get why...it's their money maker, but CFM shouldn't be completely neglected.
    For specifics:
    1. Draft class edits - Customize draft classes prior to the draft and/or create & import a class
    2. More customization within franchise - don't lock out owners for offline franchises once you "retire" from a team, let players see and select the other pants/jersey/helmet options for relocated teams instead of being stuck with only 2 options, edit years pro.
    3. Easier customization outside of franchise - let us edit contract #s, years pro, contract years remaining, provide faster interface for doing so, or allow exporting to a computer via usb to edit
    4. Easier contract editing - the old interface of selecting a digit value for each place value was so much more efficient than the current slider model. It takes 5-10 minutes to edit a big contract in when it should only take seconds.
    5. Better computer AI - Some system for computer teams to avoid drafting the top QB in the draft a year after they selected the top rated QB in the previous draft. (Ex...a team that drafts Sam Darnold this year should NOT spend a first round pick on a QB in the first offseason of 19) ---Also, factor age into value more effectively. A team shouldn't be willing to trade a 21 year old 72 ovr CB with quick dev for a 32 year old vet who is 80 overall.
    6. Better coach options - coaching carousel, add real coaches to the coach pool, include coordinators. That would add a whole new element to franchise. Start as an OC for someone, and try to earn a HC gig elsewhere.
    That's a good start.
    ripcandlestickpark
    Even though this is technically a Madden 19 Wishlist, I acknowledge that it would take multiple development cycles to get most of these issues addressed. I've divided this list into sections, with lengthier ones being condensed under spoiler tags.
    A LOT OF AWESOME TEXT OMITTED


    All of this. Never have I read a post that I agreed with so thoroughly! I want stats, historical stats, team vs team stats, team record books, every type of stat you can think of should be in the game, and if not accessible via game menu, then at the very least exportable somehow!
    ripcandlestickpark
    Even though this is technically a Madden 19 Wishlist, I acknowledge that it would take multiple development cycles to get most of these issues addressed. I've divided this list into sections, with lengthier ones being condensed under spoiler tags.
    General
    Gameplay
    Injuries

    • A great idea from MoonlightSwami: separate injury sliders for each position. As of right now, it seems that any increase in the injury slider causes a disproportionate and unrealistic amount of quarterback injuries as opposed to other position groups. Separate injury sliders for each position would remedy this.

    Graphics/Visuals

    • Continuous improvement of tackling/collision animations.
    • Continue to add detail to sidelines (player names on jerseys, accurate player models with accurate equipment, more assistant coach models, more varied coach wardrobe, etc.).
    • Continued improvement to weather effects, in terms of both visual effects and how gameplay is affected.
    • More scoreboard and ribbon board animations. Also, for the scoreboards, have the basic game info (score, quarter number, game clock etc.) displayed continuously as well as a feed of the game from the broadcast view (like this). And also have basic game info displayed on the ribbon boards, like this.

    Player Creation

    • An increase to the amount of players that can be created/present in a roster file.
    • When creating a player born outside the United States (Lawrence Okoye, for example), give us the option to forgo the “state” option and type in his country instead. That way, I can get “Croydon, England” instead of “Croydon, California”.
    • For players who went to a college not listed in the game, let us type it in instead of choosing “N/A” or “No College”.
    • The ability to edit the amount of years pro for created players.
    • More skin tones and, for caucasian players in particular, faces when creating players.
    • Given that real tattoos can be problematic (legally speaking), it would be nice to have some generic, licensed designs to choose for players.
    • The ability to edit coaches and playbooks, both in Play Now, and within CFM.

    Equipment

    MUT

    • I admittedly don’t play a lot of MUT, but I’d like to be able to practice with my team and export it into Play Now.

    CFM
    Here is some of the new Nike gear for next season. Hope they all get added with proper color scheme or can be customized for individual player.
    Sent from my SM-G955U using Operation Sports mobile app
    1. Get rid of Ball Hawk. I get it, Richard Sherman is a great CB, but he should not have an unrealistic speed burst to get an INT when the ball is 5-7 yards away.
    2. Huge, huge, huuuge offline overhaul. I’m not just talking about throwing in useless game modes that can be completed in 5 hours. Franchise Mode needs to go back to its’ routes; hell, throw in Superstar, too. This whole CFM project was a mess from the very beginning. Make Franchise great again.
    3. New commentary partners. Gaudin and Davis are okay, but some of their lines are immersion breaking and repetitive. I shouldn’t be reminded that I’m playing a video game by Davis.
    4. Stadium creator. If you can’t give us classic stadiums, at least give the option to those who’re great at building them. They could easily be put into the Share/Manage File section and shared.
    5. Scrap the physics engine completely. In its’ current state, Madden looks downright ugly. Why can’t I have a missed blocking assignment because of low ratings and not because an animation didn’t trigger?
    6. You’ve made good strides on presentation and halftime shows. Still, it feels like they’re missing that authentic Sunday feel.
    7. Draft Class Customization. Enough said.
    8. A lingering injury effect in Franchise, similar to that of 2K’s. RG III’s knee should be blood red.
    9. Playing personalities. Again, good strides with the QB scrambling, but Tom Brady and Brandon Weeden should not be able to shred the same defense. Same goes for receivers. Antonio Brown should be able to beat up on garbage CBs 70-90% of the time.
    10. Offseason drama. This whole Dez Bryant thing should and could serve as an inspiration. This is a stretch, but bring back suspensions, even if they’re vague. Make Discipline an actual rating, too.
    11. Lastly, don’t make a football game for the average gamer. Make a football game for the football fan.
    Feel free to disagree with any point.
    Sent from my iPhone using Operation Sports
    A significantly better interior run game against Light players, especially when the advantage is clear. In addition, a significantly better interior running game against spread alignments IF the defense is not stunting 2nd and 3rd level players. Wide 9 should just not be a good run stopping defense unless the coordinator is stunting 2nd and 3rd level players. I don't care who you have up there, this front should have trouble stopping interior runs and power plays.
    After this, definitely spacing. Overall, spacing is my #1 issue with madden followed closely by player movement and trench play. The movement has been getting better every year but it still needs a lot of work.
    One of the biggest things I *wish* for is that EA no longer build a game almost exclusively for H2H gameplay and acknowledge that the CPU AI needs to be massively improved because there are still plenty of people who play against the CPU. But that was my wish last year and the AI in '17 was as weak as ever.
    In terms of features, the franchise mode needs a massive amount of work. I wouldn't even know where to begin listing the things I wish for, many of which have been on my wishlist for almost a decade.
    I agree with many of the desires of my fellow gamers. As an offline player- Major attention to the way the AI olays in the field, strategizes and executes. I love that we all get to voice our desires in a forum like this, I also am a realist and know EA doesn't care very much about the offline..supposedly not a money maker which is a shame.
    Oh and how about a game FULLY TESTED BEFORE release..I am sick of waiting through months of patches to get glitches that should and would have been caught by any average gamer implemented so the game plays a more realistic form of football.
    Great writeup... Would LOVE to see the coaching carousel and create-a-draft-class added.  Not a chance we see that though - unless you have to pay $5 per draft class or pull Jon Gruden for a MUT pack! :(
    DLine spotlight - Highlight player on DL for dbl team
    First Read Highlight - Initial target for player (icon larger or player circle on field), QB head tracking and Body position follows this player. * Allows for faster throw (hot read) and manipulate CPU and Human players reading QB. * Great for moving defense to create throw windows and penalize user for staring down target.*
    Hit Stick/Hard hits - impact stamina, catch in traffic ratings for offensive players dynamically over game. *Defenders stamina also impacted on attempts and successful hits.*Less hit stick fumbles (b/c hit sticks everyplace are imbalanced in general) and more QB fumbles
    Fatigue Impact - deep routes impact stamina more, running moves impacted/decrease stamina more
    Conservative ball carry - remove option. * Educate players on playing conservatively, running out of bounds, not taking hits, covering ball, etc
    Play the sticks - needs to work. *Will reduce 3rd/4th and very long success. *Should force more punting/conservative play calls in these situations.
    *Optimize Probabilities/variance for ratings and outcomes. *Do NOT create and absolute game with sole reliance on user inputs. * User should impact the game, however user should not be rewarded beyond what the in game player is capable of. * User has to play within his personnel, not the game overly rewarding/under penalizing for user satisfaction. *
    Player differentiation - running styles, throwing styles, catches, tackles, bc moves.*
    Move to the the forefront in sports game animation, physics, graphics, performance, gameplay, presentation -- Madden is not currently recognized as any of these. * Which is terrible in my opinion.*
    The ability to create football teams, and also spice things up a bit by adding the AFL teams to the game as well. EA had the Arena league license once before so why not give it another go?
    For me it’s primarily only a few things:
    (1) Overhauled qb play.
    First, qb ratings should have ZERO effect on how defenses cover or linemen block.
    Second, throwing under pressure should be a new trait, with a few tiers, or a rating. Guys like Jimmy G can do things guys like Kizer simply can’t. Animations can be tied to this trait, including a fast release and duck with a guy in your face for guys who have it, and just taking a sack or fumbling for those who don’t
    Third, somehow incorporate release speed, perhaps with the above “throwing under pressure” trait.
    Fourth, currently every qb can make every throw on the field in the game right now. But Peterman is not throwing a 70 yard bomb like Mahomes can do. It won’t happen, and I’m tired of seeing it. Differentiate pass MAX SPEED vs pass MAX DISTANCE; or at least make those with the highest throwing power have BOTH the fastest speed and greatest distance. But I need to see guys like Peterman have their deep throws “peter out” if they attempt to throw to a guy already 45 yards down the field. Pun intended.
    The three things I would love to see:
    (2) Overhauled franchise mode. Plenty of threads on that, but I want NFL assistant coaches in the game.
    And I want XP GONE, and development of players instead entirely dependent upon head coach and assistant coaches.
    Also want more realisic salary distribution/demands for free agents.
    And finally, I don’t want to see the Bears drafting a qb in round one or two two seasons after drafting Trubisky. We need the AI to understand position value more.
    (3) Put defensive holding back in! Make it optional at least.
    (4) More sliders, or a new difficulty between All a pro and All Madden. Better AI could help with this, but adding sliders like “outside passrush,” “inside passrush,” “press coverage,” “zone coverage,” “man coverage,” and the like would help a great deal.
    Of course, I suspect we don’t have those thing because of the first thing I mentioned: defensive players are controlled by qb ratings. That is such an outdated way of doing things and it needs to be overhauled, if it’s true. And it sure seems that way.
    If it isn’t, then add way more sliders so we can tailor the game to look like the NFL while reflecting our individual skill levels.
    Buddy let me borrow his copy for the weekend and there’s one glaring flaw among many: either the devs don’t know the actual rules of football or there are glitches in regards to in/out of bounds catches, what is and isn’t an unnecessary roughness penalty, roughing the passer, and overtime rules.
    It’s harsh. Maybe it’s not fair, and it’s certainly cynical. But this game is nowhere near close to being a quality football game, IMO. In order for Madden to represent football, you’d need a fresh start; a new dev team, a new physics engine, a new everything. Madden 18 has left a sour taste in my mouth and I’m not sure I want that same taste come August.
    Sent from my iPhone using Operation Sports
    One small change that would be nice is to add player archetypes to create-a-player. Player style gives them ratings that are on average for the position, with different strengths and weaknesses. Even adding in what they have for Player CFM, early/mid/late/undrafted or development level gives them preset ratings to be below avg/avg/above avg/elite ratings right away would be nice.
    You can still tweak individual ratings, but it would help expedite creating multiple players.
    Also adding an announcer name list. Like other games do, list the names that work and offer a CUSTOM choice for entering names not on the list.
    Seems to be way more draft players using less common/specific NFL player surnames than one would think, seen Manziel twice and Tebow as QBs already in only three drafts haha.
    The easiest fix for all of this would be to develop stronger A.I. that behaves like they only have one set of eyeballs rather than a dozen. Players should have an awareness of situations, but only believably so. In turn, this would lead to more one-on-one coverages and allow for throws to sometimes hit the ground.

    I understand the need for this but tbh the AI needs to be a little psychic because the gamer is. The game's view is wide enough to see sideline to sideline and even behind you, which gives you far more information then a real NFL player without tipping off where you are looking. I think the game needs to move into VR before they can start restricting the AI's awareness, otherwise the balance tips in the gamer's favor enormously.
    IlluminatusUIUC
    I understand the need for this but tbh the AI needs to be a little psychic because the gamer is. The game's view is wide enough to see sideline to sideline and even behind you, which gives you far more information then a real NFL player without tipping off where you are looking. I think the game needs to move into VR before they can start restricting the AI's awareness, otherwise the balance tips in the gamer's favor enormously.

    Try playing defense with the defensive camera. It really feels like a different experience. As for offense, if they simulated what ESPN 2K did with first person that would be pretty great.
    But I still disagree with you. If they made pass rush closer to what it really is, most Madden players would be forced to learn how to read defenses, step up in the pocket, and so on. But even better, if they increased sliders to the point that every aspect of the game can be user tailored (outside pass rush, inside pass rush, man coverage, press coverage, including by position) many of these problem would be mitigated.
    We do NOT need psychic AI. Not at all.
    Defenders don't really have eyes in the back of their heads; they react to the receiver raising his arms to try to catch the ball. This is exactly how players are taught IRL.
    It's far more problematic that a defender with 91+ zone coverage can jump routes 100% of the time as it completely shuts down legit passing concepts. I like the idea of thresholds, as I think they offer a means to differentiate players of various ability, but the upper thresholds could use some tweaking.
    Maybe have a 91 zone defender have a 50/50 chance of jumping routes or they will only do so if the user correctly chooses underneath/over the top vis a vis who the opponent targets. For example a hook zone shaded underneath would jump a drag, but not the deep in that runs above it in the drive concept, where as over the top would jump the in and not the drag.
    Okay some of this will be fixing gameplay, others will be improving. I'm a CFM player (32 user online leagues), so things will be geared around that.
    Gameplay:
    Size must matter. Real physics need to apply. Taller, heavier players should struggle more with agility and acceleration, while being generally stronger. This will fix many things inherently as speed will suddenly and significantly drop in importance (not to say it won't still be important).
    Press Coverage needs to actually be functional. There are two major issues right now. First DBs really struggle in alignment, frequently not anywhere close to in front of the WR they intend to press, which way too often just leads to very easy and instantly defeating releases. Second DBs need to be less committed to the press, realizing even just a fraction sooner they need to turn and run so they don't give up the deep ball every time.
    (On the plus side, the mid route bumps and shoves are a great improvement already).
    Running game needs some help and some hurt, moves need to be far less effective at making multiple defenders miss but on the counter to this RBs need to fall forward far more often. There are far too few 4 yard runs and way too many 0 and 20+ yard runs. Again the Size thing would affect this as smaller DBs would have a very hard time keeping a RB from gaining 4 yards as they are in the process of tackling while bigger LBs can stop them cold.
    Passing game could still be tuned some to have more misses, right now even with average QBs the only thoughts are either a completion, drop or pick. Very very few balls simply hit the ground. (Exception is bombs, those get overthrown some which is good).
    Play-Action is incredibly ineffective, and worse the QB tends to drop too far automatically and walks himself into sacks 10 yards back in the pocket.
    Those are the biggest gameplay needs without going too deep into the I WANT category or general tuning.
    As for CFM:
    Practice needs to be given to all positions, XP distributed evenly. As a CFM player, this drives me crazy, and it leads to users moving players on their roster just to get them XP and playing them elsewhere. This idea is absurd, no player doesn't get any practice during a week. They all should be getting XP. If you want to still have the drills for the minor in game bonus that is fine, but don't make that determine who gets XP. You can also keep the focus dev stuff as well for a couple of players on each side of the ball even.
    Kentaurus
    First DBs really struggle in alignment, frequently not anywhere close to in front of the WR they intend to press, which way too often just leads to very easy and instantly defeating releases.

    If you man align prior to giving the press/show blitz command your DBs will line up properly.
    stinkubus
    If you man align prior to giving the press/show blitz command your DBs will line up properly.

    Most zone corners stink in press coverage.
    And show blitz walks a safety down, which defeats cover-2 defense.
    .. we shouldn't have to jump through hoops to get the game to play correctly.
    "Its in the game"... unless its not.
    I don't think you can hang your hat on the tagline anymore, "the slogan" hasn't been in the game for awhile.
    It is good for nostalgic purposes.
    I hope they have played some NBA 2K. EA needs to try and make their Franchise mode more like MyLeague.
     - Customize Teams & Jerseys 
     - Add Teams/Realign Divisions
     - Draft Classes
    Madden08PCgmr
    Most zone corners stink in press coverage.
    And show blitz walks a safety down, which defeats cover-2 defense.
    .. we shouldn't have to jump through hoops to get the game to play correctly.
    "Its in the game"... unless its not.

    Agreed with most zone corners stinking in press, but that's true in real life and I only do it if I'm sending heat. If you are playing a zone other than cover 2 with cloud flats someone else is responsible for the area 5-10 yards from the LOS and up the sideline, anyway.
    The fact I'm sending pressure also somewhat negates the fact that the safeties have walked into the box as the coverage doesn't need to hold up as long. I almost always move my safeties regardless, as the default alignment for most formations is so far from the LOS that they aren't ever in the play otherwise. You can always manually move them back if you you are worried about getting beaten over the top.
    To stay on topic one great idea would be to allow the user to save one or more defensive "calls" for a single base play and their four audibles for each defensive formation. These calls would be predetermined adjustments so if I had a series of presnap adjustments that I always make against trips, as an example, I can get them all in with one or two button presses instead of having to change each defender's assignment one by one.
    Kentaurus
    Okay some of this will be fixing gameplay, others will be improving. I'm a CFM player (32 user online leagues), so things will be geared around that.
    Gameplay:
    Size must matter. Real physics need to apply. Taller, heavier players should struggle more with agility and acceleration, while being generally stronger. This will fix many things inherently as speed will suddenly and significantly drop in importance (not to say it won't still be important).
    Press Coverage needs to actually be functional. There are two major issues right now. First DBs really struggle in alignment, frequently not anywhere close to in front of the WR they intend to press, which way too often just leads to very easy and instantly defeating releases. Second DBs need to be less committed to the press, realizing even just a fraction sooner they need to turn and run so they don't give up the deep ball every time.
    (On the plus side, the mid route bumps and shoves are a great improvement already).
    Running game needs some help and some hurt, moves need to be far less effective at making multiple defenders miss but on the counter to this RBs need to fall forward far more often. There are far too few 4 yard runs and way too many 0 and 20+ yard runs. Again the Size thing would affect this as smaller DBs would have a very hard time keeping a RB from gaining 4 yards as they are in the process of tackling while bigger LBs can stop them cold.
    Passing game could still be tuned some to have more misses, right now even with average QBs the only thoughts are either a completion, drop or pick. Very very few balls simply hit the ground. (Exception is bombs, those get overthrown some which is good).
    Play-Action is incredibly ineffective, and worse the QB tends to drop too far automatically and walks himself into sacks 10 yards back in the pocket.
    Those are the biggest gameplay needs without going too deep into the I WANT category or general tuning.
    As for CFM:
    Practice needs to be given to all positions, XP distributed evenly. As a CFM player, this drives me crazy, and it leads to users moving players on their roster just to get them XP and playing them elsewhere. This idea is absurd, no player doesn't get any practice during a week. They all should be getting XP. If you want to still have the drills for the minor in game bonus that is fine, but don't make that determine who gets XP. You can also keep the focus dev stuff as well for a couple of players on each side of the ball even.

    Although you may be a 32 User player, everything you've mentioned is important for User vs CPU players too.
    CUSTOM DRAFT CLASSES
    ASSISTANT COACHES
    MORE EDITING OPTIONS IN FRANCHISE (JERSEYS, STADIUMS, FANS, MASCOTS, PLAYER PROFILES, STATS, GAME RESULTS, EQUIPMENT, AND ANYTHING ELSE YOU CAN THINK OF)
    Couple things that, I'm sure were mentioned prior by a few good lads a couple pages back, but just to strengthen the notion:
    1). Remove XP system
    Yes, the idea that you can selectively choose specific attributes of a player you want to upgrade is good. However, building XP over in-game stats heavily encourages stat-padding (i.e. let me throw to my new SS development rookie WR 20 times each game for 200 Rec Yds & 3 TDs......and thereby afford Speed/Catching/CIT attributes).
    2). Improved A.I.
    The fact that the A.I. isn't too responsive to User Repitition is a solid reason why people are able to abuse #1. Money plays just being cheesed with mininal consequence. AI never takes advantage of its strengths in personel. Not even going to get into the questionable decisions they make off the field...
    3). New Injury system
    This has been a point of interest to me for quite some time. Guys, let's face it - Football is a tough, barebones sport....especially so at the NFL level. After several seasons, how many players could honestly tell you they are functioning at the same 100% they had when they just entered the league? Nearly everyone on that gridiron has suffered some kind of nicks/cuts/bruises and far worse.....and guess what - very rarely do these sustained injuries just disappear. In Madden however it's:
    1) Player suffers broken hand (5 weeks)
    2) 5 Weeks pass
    3) Player is back on the field, with absolutely no detriment to his play.
    In short:
    • Injuries have immediate (seasonal) consequence
    • Injuries do NOT have long-term (career) consequence
    That Bodily Injury Chart which shows degradation over the span of a player's career should be implemented.
    4). Deuce Douglas' Badge system.
    *See him for that* lol.
    5). Make Physics Relevant
    Time and again, with every passing Madden I purposely make a 5'8 185 RB with 90 Truck/Stiff Arm exclusively to test this. He preforms about as well as you'd expect from a Jamal Lewis or Blount. That's just a blatant disregard for physicality.
    I am glad that some of the responses have included gameplay improvements as well as CFM improvements.
    We can't overlook improvements needed in game play because there are a lot of needs in that area that has been covered very well in this thread.
    We all know they have different teams working on different areas of the game, so, hopefully everything is covered for each kind of player with more love in CFM.
    OK, I don't often participate in these sorts of "wishlists"; but I'll chime in with my personal opinions. I want to start off by saying something though. I've had a lot of fun with Madden this year and while I definitely want more, I have certainly gotten my money's worth. My "wishlist" includes some of the following.
  2. Get rid of the "character" approach in CFM. There is nothing tangible or immersive that comes from pretending you're 'Owner X' or 'Coach Y'. Just being a "GM" like most franchise modes is perfectly acceptable. Way too many things in franchise (multi-team control for one) are overly complicated because of this approach.
  3. Bring back the pass-lead sensitivity slider. Seriously, this is such a simple tool that can allow people to tune user accuracy without going into 'slider hell'. For those unfamiliar with this slider, what it does is increase or decrease how sensitive your left stick is when aiming passes. The current stick sensitivity right now for M18 is really forgiving, making it pretty easy to aim passes (you pretty much have to jam the stick all the way to get an errant throw by a top QB). Increasing the sensitivity of the stick gives directed passing more of a "feel" and requires a lot more discipline to make the right throw at the right time.
  4. Create a simulation game style. We have one you say? Really? Let's take a step back and call it out for what it is...it's Madden "Classic". So, let's redesignate the current "sim" style as "Madden Classic" and build a fourth game style that is truly "simulation-based"...(i.e. tuned for 15 minute quarters, proper progressive fatigue, no pocket 'timer', proper coverage and tackling dynamics, etc.). The current model is too much of a "compromise" style and does too little to really reflect a sim style mindset. Note: I am lumping AI changes, CPU playcalling improvements and a lot of the other elements into this section as I feel that many of these "wants" are truly more sim-oriented (though they have uses elsewhere).
  5. Overhaul the player ratings paradigm. People complain about player differentiation in Madden, and they aren't wrong. BUT...you can absolutely get player differentiation in Madden right now, by simming ahead 10 years with super-low XP values. What this demonstrated to me is the major flaw in the default ratings conventions. Say you have a big ole power back. He has high strength, high trucking, high stiff arm, etc. He should be trying to plow through guys 90% of the time. But, on EA's default rosters, they will mix in a ton of other moves...which dilutes their "ID" as a power back. The reason? In an effort to bring up the player's overall rating in-line with other players, the other ratings (like agility or spin move) are increased...to the point where the player begins to use them more....thus diluting the times when they use their "bread and butter" powerback skills. It isn't so much that the key ratings are too high, it's that the players' weaknesses are too good.
  6. Overhaul player traits. Many of us have learned the hard way this year just how impactful player traits are for this game. Frankly, I think the gameplay is better without them; but also understand the intent of having them. The way I see it...2 options here. One is to get rid of them altogether. The second is to make them dynamic based on a player's ratings (instead of being assignable or upgradeable). For example, a guy will unlock the 'big hitter' trait only if their hit power and tackle ratings are both over 90 (and they will lose the trait if those ratings regress). The issue right now is that for draft class players, the traits seem to be haphazardly assigned. By making the traits based solely on player ratings, this will allow guys to stand out a bit more and give a great deal more character and longevity within franchise mode. For anyone who has played MLB The Show 17 or 18, this is akin to the player "quirk" system.
  7. Avoid the inclination to get "mini-game happy" in franchise mode. With all the clamor for franchise improvements, the last thing I want EA to do is to just add a bunch of "extra stuff to do" to bulk it up. Think about it. How many of us autosim the weekly drills? Why? It's boring and just adds unneeded fluff to franchise. FIFA flopped by adding the "negotiation mini-game" this year...basically adding an extra layer of stuff that we watched once or twice only to sim through it afterwards. Franchise immersion is not about the tasks but about how well the game can involve you in the things going on throughout your own fictional universe...yes, I want more in franchise mode but I urge caution in the sorts of things we add.
  8. Custom stadium music
    MLB The Show on PS4 has custom stadium music that you can use with a USB flash drive. The music also plays through the stadium speakers. NCAA Football 14 had custom stadium sounds, but didn't play through the stadium speakers.
    Fix the sidelines as well. It hasn't been changed for years.
    Sucram7777
    Couple things that, I'm sure were mentioned prior by a few good lads a couple pages back, but just to strengthen the notion:
    1). Remove XP system
    Yes, the idea that you can selectively choose specific attributes of a player you want to upgrade is good. However, building XP over in-game stats heavily encourages stat-padding (i.e. let me throw to my new SS development rookie WR 20 times each game for 200 Rec Yds & 3 TDs......and thereby afford Speed/Catching/CIT attributes).

    This is easily dealt with in two ways (both used together):
    (1) Make XP be entirely dependent upon HC, assistant coaches, and position coaches on your team, and player dev trait (this obviously includes the addition of NFL coaches who are not HCs. I want NFL assistants in this game. And if that's not possible, then AT LEAST have CPU created assistant, and make their attributes contribute to XP).
    (2) Have an actual training camp, OTAs/etc, which will be devoted to improving particular traits. One can be used for improving physical traits, and the other for position specific traits (since after all, early on players are doing work outs and basic drills, while later they do playbook and skill related things).
    I have some suggestions that would do wonders for the excitement and feel of the game. These two things below would make a big difference for the game.
    1. The ability to mash a button to break out of tackles, not the trigger buttons or shoulder buttons but a regular button on the gamepad. Take a look at how NFL2k5 implemented the ability to break tackles when running the ball by pressing the break-tackle button repeatedly. It may not sound like a big factor but that one ability to break tackles makes the game so much more fun. Again, take a look at how NFL2k5 in how they implemented it, why not add it, at least for an option?? Come on, this is one of these little things that make a HUGE different.
    2. Animations - at the end of each play, the players that go through their animation celebration does not flow correctly. You can clearly see how animations are taped together and it looks very very ugly, it sticks out like a sore thumb. Again, this is another one of those little things that make a HUGE difference. The animation sequence needs to flow from one to another. Watch when a player makes a big play and he celebrates, after the celebration animation, the player suddenly rotates into the "walk to huddle" animation but its not clean, its not seamless from one animation to another....this REALLY is a ugly thing that does not make the game feel polished. Why hasn't this been fixed in all the years?????? Its the little things that make the big difference.
    Improved AI and CFM are the biggest things to me.
    For CFM (and in no particular order after #1)...
    1. Re-worked contract system. The current system is bad on so many levels... players don't want money consistent with what they would ask for in real life, the cap doesn't rise at a consistent rate over time, contracts don't have important things like choosing when to disperse the guaranteed money and 5th yr options for 1st round picks... basically just make it like the real NFL so managing the cap is a challenge and causes us to make tough decisions.
    2. 32-team control in Cloud CFM
    3. Ability to choose weather and game time for all games (it's in play now and in Fifa... can't be hard to implement)
    4. Actual stadium customization options when building a new stadium. No more preset stadiums. Let us build it from the ground up like the PS2 games.
    5. Better uniforms from teams in relocation. Ability to mix and match their jerseys/pants/socks/helmets and customize sleeve length.
    6. Progressive injury system for seasons and careers. Along with this should be an injury-prone trait that shows up in college scouting. Something they can work out of by staying healthy for a few seasons in the NFL, but can also intensify if they remain injury prone (i.e. Sam Bradford).
    7. Redesigned CFM interface.
    8. WAY more complex offseason schedule. OTA's, offseason workouts, mini camp, training camp, etc... The NFL season is year-round now with GM's being fired during training camp (Gettleman) and trades happening in February and it should feel that way in Madden.
    9. More categories for stat tracking in the menus. I should be able to see where my TE is on the list for receiving TDs in a season. During games I get the notification that they've broken Jimmy Graham's record, but I don't have a place with the top 10 for a game, season, career for any TE stats, RB receiving stats, etc. The more the better.
    10. Ability to draft in a cloud CFM from the Madden app.
    EA hasn't gotten it right in over 25years, what make anyone think this year will be any different this year. 18 play was a decent game, but the lack of football detail is what they continue to fail at.
    My Madden Wish List
    Custom Draft Classes
    -Franchise play depends on realistic draft classes. This IS HUGE!!! This is my #1 problem with Madden. PLEASE, PLEASE, PLEASE!
    Coaching carousel
    -Franchise play depends on realistic coaching staff changes.
    -If I want to fire my coach I can only use another fired coach. Most of the time new coaches were former coordinators and vice versa.
    Just those 2 things would be a GIANT move forward for me. I don't play online, or MUT. I only enjoy Madden for franchise mode. Not having realistic coaching and player changes season to season kills the game for me.
    Total roster control
    - I would love to see roster control as it was in NCAA football.
    -Any player can play any position. There is a huge flaw with the current roster system. Any player should be able to return kickoffs or punts.
    ----Jabril Peppers could only return Kickoffs if I moved him to FS. When he was a SS he was unavailable to return kicks? He will be a SS this year and a KR.
    - In the NFL, receivers are often emergency QB's not punters and kickers!
    -Long Sanppers
    -Not everyone can long snap in the NFL. It should be its own position with an attribute/skill just like speed or agility. When I play a single player franchise, I'm the only one with a true long snapper on the roster. All the CPU teams cut their "TE's" that are actually long snappers.
    -Holders should not be the 2nd QB. They should be a punter as is most of the NFL in real life.
    -More players. Madden did something right by adding practice squads. But the current limitations of # of players available limits flexibility and realism. The Free agent pool during a season is very limited.
    The roster stuff is minor, however would add to realism for a hardcore NFL fan like me.
    If we can get coaching carousel and custom draft classes I would be thrilled, however the roster issue, has also been troublesome to me for years.
    Do we think that EA will actually develop the SIM mode this year? I think we're all pretty much agreed it was the existing gameplay style carried over when they created the new SIM and ARCADE styles.
    Animations need more work, additional animations, something. For example: When controlling a player and trying to get out of bounds, and a defender hits my ball carrier and instead of propelling the ball carrier out of bounds as direction and momentum should, the ball carrier is tossed back into the field of play negating any chance of stopping the clock..
    ^^just a recent example of an animation issue. Obviously more, but momentum in this game counts for nothing. Witness ball carriers grabbed by finger tips and thrown backwards, etc etc...180 lb CBs tossing 230 lb RBs to the ground with hit stick power. etc etc..
    How about position overhauls?
    Slot WR instead of a list of WRs?
    Slot cb while we’re at it?
    NT
    3-tech
    Edge instead of just “ROLB and LOLB”, Sam, Mike and Will?
    RCB and LCB, since real teams do that sometimes? Etc.
    If my No. 1 WR gets hurt, my slot wr should stay in the slot. As the game is now your slot has to be wr 3, and then he becomes a flanker if there is an injury. It’s annoying.
    RogerDodger
    Do we think that EA will actually develop the SIM mode this year? I think we're all pretty much agreed it was the existing gameplay style carried over when they created the new SIM and ARCADE styles.

    I'm somewhat skeptical about Sim style getting very much unique gameplay development/tuning. Satisfying the Comp players seems to have become the priority of gameplay design decisions. Changes in Sim style gameplay will most likely just be a byproduct of the core gameplay improvements that they make.
    My hope is that CPU playcalling tuning didn't fall off of the implementation list for M19. Fix that is a big need for the User vs CPU sim player.

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