Madden NFL 21
Madden NFL 21 Developer Twitch Stream, Discussing Gameplay (Archive Available Now)
The Madden NFL 21 developer Twitch stream starts in 5 minutes, as the developers discuss gameplay.
UPDATE: The Twitch stream has ended, but here’s a link to the archive, for those that missed it.
Topics will include the following:
- New Pass-Rush Control – New defensive line mechanics that make playing as a pass-rusher more responsive and more fun to play.
- Ball Carrier Skill Stick – Two new moves that the skill stick unlocks including the side hurdle and the dead leg.
- Realistic Open Field Tackling – Give defenders more control and a better chance of successfully tackling oncoming players.
- Authenticity Improvements – New physics-based animation which will create more authentic moments when the quarterback is throwing under pressure and more.
- Celebrate Everywhere – Total control over how your players react after game-changing plays.
Once it’s over, we’ll post the archive for those that missed out.
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Affects all modes.
Hot routes weren't specifically mentioned related to this, wonder if they're included.
Affects all modes.
Hot routes weren't specifically mentioned related to this, wonder if they're included.
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The zone drop depth adjustments are nice but it feels more like they just couldn’t figure out how to balance the game competitively so they added that in.
I hope that is toggled for the beta.
This is awesome news, I'm really liking what Ive read/seen so far and it seems like the defense is getting some love as well and cant wait to see how it all pans out.
Man coverage last year was atrocious
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Offensive line not watching tape during the week?
It’s a cool thought the implementation is just so gamey though
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Thinking that’s when we hear about the new abilities
However, if at any point the QB’s arm or shoulder are hit during the pass, that too can impact the accuracy. Throwing out of sacks does carry some risk as well. The earlier in the throwing animation the QB is hit in combination with the QB’s Strength (STR) rating, the more likely he will be to fumble.
Offensive line not watching tape during the week?
It’s a cool thought the implementation is just so gamey though
Think it probably needs to be game-y since people always find a way to just exploit it either way. Scouting reports saying "X player likes this move and will only beat you this way" I presume is the stuff you'd sort of want, which is valid, and I would think ratings will tie into that to some degree, but for "play now" games I think you'd always need a mechanic sort of like this.
I'm more bummed there's not more defensive line moves if anything.
Idk just seems really weird.
Pass Interference and Illegal Contact – We’ve added support for a more robust management of user-controlled Pass Interference, and also for the first time, the Illegal Contact penalty. The goal with these is preventing users from intentionally obstructing receivers from getting to their routes and/or the catch-spot, while trying to overlook incidental and unintentional contact. These penalties will be used in both Competitive and Simulation game styles and will be called primarily on user-controlled defenders. For Franchise players, these penalties can be adjusted by the Penalties settings menu.
mmm, wonders if PI will work now in Franchise with CPU vs User????
Pass Interference and Illegal Contact – We’ve added support for a more robust management of user-controlled Pass Interference, and also for the first time, the Illegal Contact penalty. The goal with these is preventing users from intentionally obstructing receivers from getting to their routes and/or the catch-spot, while trying to overlook incidental and unintentional contact. These penalties will be used in both Competitive and Simulation game styles and will be called primarily on user-controlled defenders. For Franchise players, these penalties can be adjusted by the Penalties settings menu.
mmm, wonders if PI will work now in Franchise with CPU vs User????
Says prevent users from obstructing receivers so I’m gonna say no. However I do get some PI calls when playing the CPU with the Revival Mod but never seen illegal contact.
That said, there was a lot of really good stuff in this stream. I feel like a lot of the additions and adjustments this year are very targeted at problematic gameplay areas of Madden 20.
The pass rush moves limit mechanic is something I want to try out and I'm otherwise reserving judgment until later. I like the idea of more dynamic defenses moving around rushers having an obvious gameplay advantage (that being limiting the effectiveness of the OL memory mechanic). The moves limit and recharge I'm tepid about, especially during no-huddle offense and obvious passing situations. I also want to know what happens when a DL rushes and he has no moves left; can he just not shed a block in this case?
That said, there was a lot of really good stuff in this stream. I feel like a lot of the additions and adjustments this year are very targeted at problematic gameplay areas of Madden 20.
The pass rush moves limit mechanic is something I want to try out and I'm otherwise reserving judgment until later. I like the idea of more dynamic defenses moving around rushers having an obvious gameplay advantage (that being limiting the effectiveness of the OL memory mechanic). The moves limit and recharge I'm tepid about, especially during no-huddle offense and obvious passing situations. I also want to know what happens when a DL rushes and he has no moves left; can he just not shed a block in this case?
Beta feedback on the pass rush moves will probably be very crucial for how this mechanic functions at release.
Hopefully the new pass rush system is a little more quicker and less strictly win/lose where you either get stonewalled and have forever to throw it or instant win where a sack is all but guaranteed. Pushing back OL should happen more often than instantly shedding a block.
I don't know if I'll like the new button layout. Having to press triangle to lower your shoulder is weird and makes using a power back a little more complicated than using a shifty running back where everything is done on the RS. Just feels more natural to flick up on the stick to truck since it's the offenses equivalent to hit sticking on defense.
Having the ability to throw out of sacks will be a god send since some qbs have such a long windup even for short passes. Playing as Aaron Rodgers vs a generic passer feels like it too wide of a gap to throw the ball.
As someone who mostly users pass rushers I'm looking forward to the beta.
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Idk just seems really weird.
I agree with your thoughts on this. Maybe if we still had dynamic player performance it help offset that a bit.
But being this is what we’re going to get, I hope the level of resistance is tied to ratings. This could add some roster management strategies. Your left tackle goes down and the back up is a poor player that has no resistance threshold. Then your scenario could play out as it should.
@ClintOldenburg
One pass rush detail I didn’t get to mention: the higher the rating, the more resistance a blocker can gain, or the more pass rush moves the rusher starts with. Ratings used are highest between PBF & PBP; and FMV & PMV
@ClintOldenburg
If poorly rated as a blocker, maybe not gain any resistance at all.
Clint added these a little while ago.
I don't know if I'll like the new button layout. Having to press triangle to lower your shoulder is weird and makes using a power back a little more complicated than using a shifty running back where everything is done on the RS. Just feels more natural to flick up on the stick to truck since it's the offenses equivalent to hit sticking on defense.
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I agree.
It's going to be weird using the Triangle/Y Button for Truck. I always prefer playing with power RBs. It's going to take the immersive feeling over lowering your shoulder out of game and running someone over. I want to say APF 2k8 had truck as Triangle as well. They also mentioned about locking some special moves to archetypes. So I expect Power RBs to get slower jukes and such.
If that is the case it'll be less fun to play as a Power RB because it'll seem like you'll mostly be just using Triangle/Y or X/A since the Skill Stick won't be as useful.
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These money hungry players have one goal in mind, win at all cost.
The winner was talking about how good the auto flip addition is this year and it won't be spammy as in the past.
Someone said he abused it 3 years ago:
His take:
Ay man I’ma do everything i can do to win! Even if i don’t think it’s good for the game
If you think that is bad, another person followed up:
Same
Moral of the story, don't watch these money grab tourneys and act all surprised the next day they found something else to abuse.
They don't care.
These money hungry players have one goal in mind, win at all cost.
The winner was talking about how good the auto flip addition is this year and it won't be spammy as in the past.
Someone said he abused it 3 years ago:
His take:
Ay man I’ma do everything i can do to win! Even if i don’t think it’s good for the game
If you think that is bad, another person followed up:
Same
Moral of the story, don't watch these money grab tourneys and act all surprised the next day they found something else to abuse.
They don't care.
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True, I misguided my post/ point, though.
The developers seal up one area of the game and people will still find a way to abuse the game playing for money.
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So it looks to me like the change to ball carrier controls, which is one of the big features of this year's game, is essentially just swapping the buttons for hurdle/truck with one another and removing the modifier that we had to trigger different versions of the same moves?
Did they attempt to explain on the stream how this is in any way a positive change?
Did they attempt to explain on the stream how this is in any way a positive change?
Clint said “combo moves” and user control.
Hopefully the fumble risks are there with that as well.
Hopefully the fumble risks are there with that as well.
Feel like a good example would be if I get an open field run but trying to run out the clock... will my player reach for the goal line instead of diving within the 5 and not want a touchdown
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Madden giveth and Madden taketh. But mostly, EA taketh.
Hopefully the fumble risks are there with that as well.
It would be nice to have a button to do it manually, but also the possibility the player does it based on their ratings/style.
Were combo moves not already in the game? I remember they were back in NCAA 14 for example but outside of the double jukes it’s always been more effective to just do a single move so I never bothered trying to do combos in recent years.
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It would been nice with the Dualsense. To use the stick to truck then feel the contact through controller when you run over defender.
They didn't seem any different from past yrs. I thought Clint was Clint on the stream & agent K is always pretty good on keeping things moving.
The only practical use of this is going to be forcing clouds to stay with corner routes.
Since palms and quarters can already stay with those routes (and get you a bracket if you make the correct call vs. the offense's call) this really shouldn't be a big deal to you if you like to play match coverage. You won't need it.
Since palms and quarters can already stay with those routes (and get you a bracket if you make the correct call vs. the offense's call) this really shouldn't be a big deal to you if you like to play match coverage. You won't need it.
I mean I get that, but I also like to play a bunch of different coverages throughout the game. I just don't understand why I cant have my flats play off a bit but keep my matching logic for the deep zones...
Because your flats also have matching logic and keeping it on the other zones will only lead to busted coverages.
The very obvious and easily understandable reason for the button mapping change is putting all the elusive ballcarrier moves on the right thumb stick, streamlining the controller mapping. If you want to elude tackles with an agile back now, your thumb is on the right stick. If you want to run over and through defenders with a power back, your thumb is on the face buttons.
It will certainly take a bit to relearn muscle memory because we've had Truck on the right stick since... Madden 07? Madden 08? But this is not just change for the sake of change.
It will certainly take a bit to relearn muscle memory because we've had Truck on the right stick since... Madden 07? Madden 08? But this is not just change for the sake of change.
I guess it depends on the person, but for me, jukes and truck are pretty much the only moves I've ever felt necessary to do (and the occasional back-juke/now dead leg). Aside from just screwing around to see if I could trigger the animation where you jump over someone, I would never use the hurdle. So for me at least, I had everything I wanted on the right thumb stick and now I do not. And I think this is pretty much the definition of making a change for the sake of change. Is there anyone out there that was complaining about up on the stick being used to truck players?
Edit: Anywho, I'm not going to be all up in arms about it either way...I'm not going to buy the game anyways unless they shock us all with the franchise mode. But it does seem to be a pretty worthless change and pretty laughable that it was advertised as one of their big features for this year's game.
Edit: Anywho, I'm not going to be all up in arms about it either way...I'm not going to buy the game anyways unless they shock us all with the franchise mode. But it does seem to be a pretty worthless change and pretty laughable that it was advertised as one of their big features for this year's game.
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Don't like the hurdle being up on the R stick and Y being truck. Doesn't seem intuitive to me.
Power running and related moves are just not flashy enough, do not produce enough big plays, so screw it and let's put the truck move to Y/Triangle where nobody is actually used to using it.
But conspiracy / cynicism aside, I wonder how "navigating through the hole" mechanic, which I think so far was done by moving the R-stick up while moving through the trenches, will be affected. Will this mechanic stay the same? I used it fairly often (almost constantly) and would hate it being removed from the right stick even more than the truck move, because it felt sooo organic...
Power running and related moves are just not flashy enough, do not produce enough big plays, so screw it and let's put the truck move to Y/Triangle where nobody is actually used to using it.
But conspiracy / cynicism aside, I wonder how "navigating through the hole" mechanic, which I think so far was done by moving the R-stick up while moving through the trenches, will be affected. Will this mechanic stay the same? I used it fairly often (almost constantly) and would hate it being removed from the right stick even more than the truck move, because it felt sooo organic...
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Power running and related moves are just not flashy enough, do not produce enough big plays, so screw it and let's put the truck move to Y/Triangle where nobody is actually used to using it.
But conspiracy / cynicism aside, I wonder how "navigating through the hole" mechanic, which I think so far was done by moving the R-stick up while moving through the trenches, will be affected. Will this mechanic stay the same? I used it fairly often (almost constantly) and would hate it being removed from the right stick even more than the truck move, because it felt sooo organic...
I think it’s more that a hurdle is something that you would be more likely to combo with a juke or a spin, hence its placement on the stick.
If you’re trucking, it’s far less likely that you’re doing anything before or after, so you don’t need other moves to be easily accessible.
FIFA gives players two alternative configurations for the controller - classic and alternative. Not sure why Madden doesn't do likewise.