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Madden NFL 21 Patch 1.10 Available, Featuring Plenty of Gameplay Updates, Fixes & Much More - Patch Notes Here

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Madden NFL 21

Madden NFL 21 Patch 1.10 Available, Featuring Plenty of Gameplay Updates, Fixes & Much More - Patch Notes Here

While briefly mentioned yesterday, Madden NFL 21 game update 1.10 (Title Update #4) was released earlier today for the PlayStation 4, Xbox One and PC (Origin/Steam).

Check out the patch notes below, from the latest Gridiron Notes. It includes plenty of gameplay fixes and tuning, along with new abilities. It also has plenty of bug and performance fixes for Franchise mode, MUT and The Yard.

Gameplay Updates:

New Abilities

  • (NEW) Run Committed – Defenders with this ability will dominantly win run blocks when they correctly use the Guess Play adjustment to predict a run. Incorrect guesses will result in a loss.
  • (NEW) Pass Committed – Defenders with this ability will win pass blocks when they correctly use the Guess Play adjustment to predict a pass. Incorrect guesses will result in a loss.
  • (NEW) Deflator – Defenders with this ability will cause increased fatigue penalties when tackling a Ball Carrier with a non-conservative tackle.
  • Enforcer – Addressed an issue causing CPU-controlled defenders with the Enforcer ability to use hit-stick tackles too frequently, and as a result also cause more fumbles than intended

Ball Carrier

  • Updated QB-Slide functionality so that a double-tap of the dive button will now always be slide while a single press will always be dive, which will align with the non-QB ball carrier ‘give-up’ functionality
  • Modified the new ‘Jurdle’ animation to reduce over-steering
  • Fixed an issue that would sometimes allow the QB to enter a tackle animation while attempting to slide, which could lead to fumbles
  • Fixed an issue where Ball Carriers would stumble and fall well after having a collision with their legs
  • Fixed an issue where ball carriers were stumbling and falling too frequently when running through the line and colliding with their blockers
  • Fixed an issue rarely causing the ball carrier to continuously run after scoring a TD
  • Fixed quarterbacks pitching the ball with the wrong hand on option plays

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Defensive Coverage

  • Fixed issue allowing the ‘Bunch Verticals Flanker Motion-Snap’ quick-throw exploit vs Cover 3 and Cover 4:
    • DEV NOTE: A longstanding legacy issue, allowing users to call Bunch Verticals, motion the flanker to the outside, snap while in motion and quick throw to that receiver who would be open against Cover 3 and Cover 4. We have added logic for the Curl Flat and Quarters Flat defenders to cover that throw. 
  • Addressed a Motion issue causing defensive backs in man coverage that were covering a receiver in motion to swap assignments with another defensive back on the other side of the formation, leaving the motion receiver open
  • Fixed an issue allowing route-swapping out of any passing formation by audible & resetting their play call twice
  • Addressed an issue with Cornerback Matchups by Route causing linebackers and cornerbacks to switch alignments in pre-play vs. certain offensive formations
  • Fixed an issue causing man-coverage defenders to get into a bad position vs motion-wheel routes
  • Fixed multiple defensive alignment issues caused by motioning the Slot Receiver to the inside in Gun Empty Bunch and motioning a HB out wide in Gun Trips, resulting in inverted assignment and alignments
  • Fixed issues with Defensive Backs reacting too slowly to WR auto-motion and user-controlled receiver motion, leaving the receiver wide open at the snap
  • Addressed an issue where defenders mirroring a receiver in motion would sometimes stumble on their teammate when the ball was snapped
  • Fixed an issue rarely causing pass-rushing outside linebackers to flip their gap assignment to the opposite side of the formation when the ball was snapped
  • Fixed an issue causing a defender in man coverage vs. a screen-blocking receiver would run past the blocking receiver on some RPO Alert plays

Tackling

  • Tuning for a variety of tackling animation issues that sometimes prevented tackles from triggering vs. ball carriers in Juke moves, and some cases where the ball carrier was not using any special move
  • Fixed an issue causing an offensive lineman on the ground to warp back up to be part of a multi-player sack interaction between the pass rusher and quarterback
  • Fixed an issue causing a CPU-controlled defender to celebrate while the ball is still live after a fumble

Catching

  • Improved multiple issues where the ball was going through players’ torsos on swat and catch attempts
  • Addressed an issue allowing user-controlled receivers using Aggressive Catch to make catches that they should not have specifically on jumping and diving catch animations. The player ratings will have a heavier impact on the outcome of these specific catch animations
  • Fixed an issue preventing a teammate from catching a pitch on kickoff returns
  • Tuning to ball physics to reduce the frequency of footballs consistently/repeatedly bouncing off of moving players and keeping the play live

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General Fixes

  • Fixed an issue with users being able to grief their opponent online by getting endless False Start penalties
    • DEV NOTE: We have addressed this issue and now 3 consecutive False Starts, Delay of Game, or any combination of those penalties will result in the user committing the penalties getting booted.
  • Fixed a blocking issue causing the fullback and offset tight end to collide with each other following the snap on certain formations
  • Fixed an issue causing offensive players to rarely move out of their formation positions in pre-play, such as a QB moving to a guard position or a guard moving to a WR position after an audible:
    • DEV NOTE: We were able to finally narrow down the steps to identify the cause of this rare bug, based on detailed feedback we gathered from our community. Thank you! While we are confident this specific situation is fixed, there could be other situations that could cause some similar behaviors so we will continue to monitor and address issues here as they come up.
  • Fixed an issue causing the CPU-controlled offense to call passing plays sometimes when winning late in the game instead of running plays
  • Fixed an issue causing CPU-controlled quarterbacks to roll out of the pocket but then suddenly stop to try to throw resulting in unnecessary sacks

Madden Ultimate Team Updates

  • Improved the accuracy of difficulty descriptions for Challenges
  • Various quality of life improvements among different MUT UI screens
  • Addressed an exploit where users could complete one play challenges and get bonus XP
  • Updated logic to address player feedback that the play clock would wind down to the point where pre-snap adjustments were difficult to execute
  • Addressed an issue allowing users to intentionally leave certain positions in the depth chart empty to get receivers to auto-sub in at the tight end positions, and then use this to exploit the ‘audibles by personnel’ feature in gameplay; with this change, you will now get defensive players subbed into any offensive position that is left empty on the depth chart, which will prevent any audibles from those sets as the defender doesn’t fit any offensive personnel packages
  • Addressed a gameplay issue specific to Ultimate Team where specific QB’s would cause bad snaps over his head occasionally on Jet Sweep types of plays

Franchise Updates

  •  Face of the Franchise Updates:
    • General stability improvements
    • Added a new cutscene for users named NFL MVP in The Comeback storyline
    • Fixed issue with audio not playing correctly in the final Face of the Franchise cutscene at the user’s high school field
    • Fixed several issues in storylines with branching logic, rewards, ability unlocks, typos, and goal tracking
    • Fixed performance issues in the 1st High School game
  •  Franchise Updates:
    • Fixed an issue with users input not working when navigating positions in the Formation Subs screen
    • Fixed an issue with Slow Sim for PS4 users
    • General stability improvements
    • Fixed issue with Veteran players receiving votes for Rookie of the Year awards
    • Added league names to Franchise cloud save tiles
    • The following abilities have been added Franchise:
      • Run Committed
      • Pass Committed
      • Deflator

The Yard Updates

  • Added visual indicator for whether you are viewing H2H or versus CPU events
  • Added your own score to Frienderboard display
  • Fixed issues around player control and loot round drafts
  • Fixed an issue where abilities would not display correctly if accessed in quick succession
  • Fixed an issue where maxed out prototypes would display blank rewards
  • Stability and online connectivity improvements
  • Fixed an issue where CPU-controlled quarterbacks were always getting sacked when the play matchup was Trips Verts Hook vs Safe Zone Blitz
  • Fixed the Slot Streak being open every time when running Deep Dish vs 1 Deep Zone Blitz
  • Fixed an issue causing the ball to warp between the passer’s hands while throwing out of a sack
  • Addressed an issue causing the offensive receiver icons to sometimes appear after the defense had made an interception in the backfield, which could result in the defender unintentionally passing the ball back to offensive players when attempting skill moves
  • Fixed an issue preventing players from attempting to recover a loose ball after a fumbled pitch or lateral

Presentation Updates

  • Updated helmet and chinstrap placement lots of high profile players who have changed helmets like Derek Carr, Devin Bush, Denzel Ward and Alex Smith to name a few
  • Fixed an issue with Titans AFL jersey
  • Updated multiple generic heads with newer high quality ones

User Experience (UX) Updates

  • Updates have been made to address general performance that impacted reliability of the kick meter, where it would sometimes hitch during field goal situations.
152 Comments

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Discussion
  1. I'm pleased about this among a few others:
    Fixed an issue causing CPU-controlled quarterbacks to roll out of the pocket but then suddenly stop to try to throw resulting in unnecessary sacks
    I'm glad they addressed this one with this wording:
    - Updates have been made to address general performance that impacted reliability of the kick meter, where it would sometimes hitch during field goal situations.
    It was never a problem with the meter itself. The issue (which actually happened on a lot of other screens) was the hitching in the game shortly after soft screen transitions, and it affected the user ability to use the meter when they snapped the ball quickly.
    "Fixed an issue where ball carriers were stumbling and falling too frequently when running through the line and colliding with their blockers"
    The wording on these man... the team always seems to half fix stuff. This happens so often with DLine players tripping over imaginary bodies and falling over too easily. Hopefully this is a wording only issue and they fixed it for everyone but it's usually a mistake to assume they've done more than the barebones that they write in the notes.
    It says they fixed the issue with linebackers matching up with corners and my corners playing in a LB spot. I never know if this was a bug or me messing up something in coaching adjustments.
    Sent from my iPhone using Operation Sports
    Speaking of crafty wording... "Updates have been made to address general performance that impacted reliability of the kick meter, where it would sometimes hitch during field goal situations. "
    OK Tiburon. It glitches every FG attempt. Not sometimes. It also glitches on kickoffs. It's like they're afraid to admit that the clear and obvious bugs that everyone sees exist for some reason. The game has bugs. Like every game. Just admit it, fix it, and move on. Stop pretending like this stuff doesn't exist.
    bcruise
    I'm glad they addressed this one with this wording:
    - Updates have been made to address general performance that impacted reliability of the kick meter, where it would sometimes hitch during field goal situations.
    It was never a problem with the meter itself. The issue (which actually happened on a lot of other screens) was the hitching in the game shortly after soft screen transitions, and it affected the user ability to use the meter when they snapped the ball quickly.

    Yeah, those screen transitions have been BAD...playing in Washington (for one) is awful. Really hoping they address a lot of this....
    PhillyPhanatic14
    Speaking of crafty wording... "Updates have been made to address general performance that impacted reliability of the kick meter, where it would sometimes hitch during field goal situations. "
    OK Tiburon. It glitches every FG attempt. Not sometimes. It also glitches on kickoffs. It's like they're afraid to admit that the clear and obvious bugs that everyone sees exist for some reason. The game has bugs. Like every game. Just admit it, fix it, and move on. Stop pretending like this stuff doesn't exist.

    If you rushed to kick instead of pausing briefly; it would glitch. But, if you waited for the screen to transition properly, it was fine. So yes, it was SOMETIMES....
    (Speaking of PS4 btw)
    Rmiok222
    It says they fixed the issue with linebackers matching up with corners and my corners playing in a LB spot. I never know if this was a bug or me messing up something in coaching adjustments.
    Sent from my iPhone using Operation Sports
    Man I stopped using coaching adjustments after I saw that. I was trying to match by OVR and saw my LB out on a receiver and had to waste a timeout.
    I was excited when they added this, but I hope they just bring back the ability to select which defender you want to cover a WR/TE.
    Then have a sub assignment option to have the defender follow the player in motion or not. This automatic stuff and having players run across the field is getting annoying in big time games.
    Sent from my SM-G986U1 using Operation Sports mobile app
    JoshC1977
    If you rushed to kick instead of pausing briefly; it would glitch. But, if you waited for the screen to transition properly, it was fine. So yes, it was SOMETIMES....
    (Speaking of PS4 btw)

    If you kicked immediately then it would glitch every time. If you waited for the glitch to happen to the screen before you kicked then it wouldn't affect the kick but it still happened... So it happened every time but you could avoid it. A workaround does not equal no bug. It still happened every time. You could see the screen freeze each time whether you were in the middle of a kick or not.
    Datninja619
    Man I stopped using coaching adjustments after I saw that. I was trying to match by OVR and saw my LB out on a receiver and had to waste a timeout.
    I was excited when they added this, but I hope they just bring back the ability to select which defender you want to cover a WR/TE.
    Then have a sub assignment option to have the defender follow the player in motion or not. This automatic stuff and having players run across the field is getting annoying in big time games.
    Sent from my SM-G986U1 using Operation Sports mobile app

    I actually forgot that was even an option. I have to do that now. You’re talking about scrolling through sub packages with the right analog, right?
    Sent from my iPhone using Operation Sports
    PhillyPhanatic14
    If you kicked immediately then it would glitch every time. If you waited for the glitch to happen to the screen before you kicked then it wouldn't affect the kick but it still happened... So it happened every time but you could avoid it. A workaround does not equal no bug. It still happened every time. You could see the screen freeze each time whether you were in the middle of a kick or not.

    Which is why their wording is accurate. It isn't a bug to the kick meter...it's a bug under the hood that sometimes impacted it.
    Not mentioned in the notes: Endzone art has been updated with the social justice messages on the back lines that we've been seeing IRL in the first two weeks.
    JoshC1977
    Which is why their wording is accurate. It isn't a bug to the kick meter...it's a bug under the hood that sometimes impacted it.

    I'm not sure how you're getting that out of their post that only admits to it happening "sometimes"... we'll see if it's actually fixed or not when we get to play. This is a classic EA tactic to fix part of something but ignore the actual issue and pretend like a bug isn't happening. They did it last year when the kick meter was disappearing and they pretending like it wasn't actually happening despite getting hundreds of bug reports about it. It is what it is. This is how they do things.
    They tuned it so that the ball would drop faster when it hangs on the back of players backs. A better option would have been to give players an ability to catch or grab it when this happens. It's annoying when you get a bunch of players on offense and defense try and grab it but can't. Receivers have stone hands on deflected balls but defenders can easily pick it off.
    Sent from my LM-G820 using Tapatalk
    As a coach mode player, it’s great to see that the formation sub freeze and the super sim slow crash were fixed. Now I can finally begin my M21 franchises I’m still anxiously awaiting the mid November franchise update though....
    Sent from my iPhone using Operation Sports
    oneamongthefence
    Catching is mega busted. Wide open drops everywhere.
    Sent from my LM-G820 using Tapatalk

    Ahhhh Madden. What a consistent experience year after year, patch after patch. No matter what year it is there will always be lies to include in patch notes/blogs and more things to break with every patch that goes into the game.
    PhillyPhanatic14
    Speaking of crafty wording... "Updates have been made to address general performance that impacted reliability of the kick meter, where it would sometimes hitch during field goal situations. "
    OK Tiburon. It glitches every FG attempt. Not sometimes. It also glitches on kickoffs. It's like they're afraid to admit that the clear and obvious bugs that everyone sees exist for some reason. The game has bugs. Like every game. Just admit it, fix it, and move on. Stop pretending like this stuff doesn't exist.

    Seriously, in all the games I've played in CFM, I've never had it glitch on me once. I'm glad it's fixed for everyone else.
    roadman
    Seriously, in all the games I've played in CFM, I've never had it glitch on me once. I'm glad it's fixed for everyone else.

    Tbh I've never experienced it once in over 40 hrs. Guess I got lucky & glad it was addressed.
    Milticket
    Tbh I've never experienced it once in over 40 hrs. Guess I got lucky & glad it was addressed.

    If you took your time on lining up FG attempts, you might have never seen it (or at least had it affect you). That was the only way it impacted the meter - when people rushed the snap for the kick and the hitch happened while the meter was in motion. The hitch was always there whether you rushed the snap or not (and I usually saw it while I was aiming my kicks for a split second), but by the time I was actually ready to kick it was done hitching and the meter went smoothly.
    It does appear to have been fixed btw.
    Yall lyin! Haha jk I'm glad you haven't experienced and glad it's fixed. I am definitely a kick rusher... the second that meter is up I'm getting the kick off and moving on to the next play.
    Are you sure the patch has been fully downloaded and installed on your system? These patches can take a while to download depending on your internet speed. Others have reported the issue is fixed for them.
    Just made some formation subs in my existing online franchise (which is further than I could get before today's update due to the busted UI), hopped into practice, and they show up. To that end, I'm not seeing "formation subs still broken" literally at all.
    The formation subs UI still has significant display issues - the center interface is dark, and you never see which player you are highlighting in the list when selecting a player (you do see the player you are about to select in the large tile on the right). But it is at the very least functional. In addition, defensive formations are no longer flipped; that was a problem in M20 and earlier, no idea if it was a thing in M21 previously.
    Haven't spent a whole lot of time with it yet obviously but my first impression is that match zone coverages look a bit more active.
    CM Hooe
    Literally made some formation subs in my existing online franchise (which is further than I could get before today's update due to the busted UI), hopped into practice, and they show up. To that end, I'm not seeing "formation subs still broken" literally at all.
    Haven't spent a whole lot of time with it yet obviously but my first impression is that match zone coverages look a bit more active.

    Sometimes offline and online franchises work a bit differently...I'd be interested to know if offline folks are able to do formation subs in existing franchises, myself.
    RogueNautilus
    Sometimes offline and online franchises work a bit differently...I'd be interested to know if offline folks are able to do formation subs in existing franchises, myself.

    I just made several formation subs in my offline franchise. The subs carried into both practice and a game.
    I cannot believe it, but after about 4 years they finally fixed the compare stats screen in online h2h!!! There are still some issues, like on the main h2h page it is still blank and the top 100 leaderboard still doesn't show wins and losses, but it's a start.
    Sent from my SM-G973U using Tapatalk
    Potatoes002
    Can somebody give impressions of how the CPU is running? I felt they ran the ball good at release, but became easier to stop after that last patch.
    I played 1 game. It might be a little better but my defense seems to shed blocks better too. Mostert had the best a running back has had against me since launch. It was one game though and i was the Packers so it's fitting I suppose.
    Sent from my LM-G820 using Tapatalk
    Yeah, formation subs worked and more importantly, my AI pass coverage was much better, so much better, I’m gonna have to drop my coverage/reaction time down a few notches. It’s not perfect, but light years better than it was. Can finally play some dang defense now on All- Madden. Getting picks and much more realistic completion percentage now from the CPU.
    Game saving patch for me.
    Potatoes002
    Can somebody give impressions of how the CPU is running? I felt they ran the ball good at release, but became easier to stop after that last patch.

    I’ve only had a small sample size and jumped out early on both games; so it’s probably not the best example. Dolphins couldn’t do much on the ground to be honest. Maybe 40 yards. Second game, little better. The Jags signed D. Freeman, he went for about 16-80 on me. Made some nice moves, cross me up on two of his bigger runs. Hit the hole correctly, didn’t cut back into traffic like before. Seemed better. But again, they were down big. Probably not the best running sample.
    3 games in and the drops are just making this unplayable. I’m all for drops but I have had Godwin and Gronk drop multiple wide open ones in multiple games.
    User man coverage is also still awful. Defensive backs turning the wrong way still and they still freeze in place to give wrs separation.
    SolidSquid
    3 games in and the drops are just making this unplayable. I’m all for drops but I have had Godwin and Gronk drop multiple wide open ones in multiple games.
    User man coverage is also still awful. Defensive backs turning the wrong way still and they still freeze in place to give wrs separation.
    Im seeing the same issues. What they "fixed" mustve been very minor. However, adjusting catching does help.
    Im not seeing a change from previous version.
    Sent from my SM-N960U using Tapatalk
    tyler28
    Im seeing the same issues. What they "fixed" mustve been very minor. However, adjusting catching does help.
    Im not seeing a change from previous version.
    Sent from my SM-N960U using Tapatalk

    What kind of changes to catching are you talking about? Slider adjustments or editing the receiver's abilities?
    icicle22
    What kind of changes to catching are you talking about? Slider adjustments or editing the receiver's abilities?
    Raise catching slider.
    Sent from my SM-N960U using Tapatalk
    Unfortunately I have to agree that there's probably an issue with dropped passes in this patch, and the competitive crowd is on the mark here. I went into practice mode with the offense only and ran a slant play multiple times targeting Amari Cooper (90 CTH) and tried different slider settings. None of them mattered - even 100. I still saw an occasional drop with the slider maxed. That's....not good.
    At first I thought it might be a issue with Catch in Traffic contributing heavily to the drops, and the game counting drops in stats that wouldn't really be drops in the NFL. But this is offense only practice mode, where only Catching should matter.
    This will be fixed (and probably quickly) because the competitive crowd is already screaming bloody murder over it. In the meantime...off to my backup PC version because this was bound to happen at some point.
    Edit: To clarify - I can tell the slider works because zeroing it causes him to drop literally every pass. But there's something going on that won't allow elite receivers to be elite.
    PhillyPhanatic14
    Speaking of crafty wording... "Updates have been made to address general performance that impacted reliability of the kick meter, where it would sometimes hitch during field goal situations. "
    OK Tiburon. It glitches every FG attempt. Not sometimes. It also glitches on kickoffs. It's like they're afraid to admit that the clear and obvious bugs that everyone sees exist for some reason. The game has bugs. Like every game. Just admit it, fix it, and move on. Stop pretending like this stuff doesn't exist.

    Their wording is accurate. It did not happen every time and like others have said, it usually happened if you rushed the kick. Relax at least they are fixing it with this patch.
    Let me pitch this to anyone who's seeing excessive drops:
    When your receivers drop a pass, are you getting a rumble in your controller?
    Before this patch, every time my receivers dropped a wide open pass I'd get a controller rumble. But now there are times where the drop happens but it doesn't rumble. This might mean there's something different going on - some kind of issue with the animation or collision detection, and not necessarily with the catching algorithm. It would help explain why raising the slider doesn't seem to do anything. But I suppose that's for EA to figure out.
    To be more specific - lowering my slider to the point where "normal" drops happen still causes the rumble on drop, so that does still happen. The way it is right now, some drops are causing the rumble, and some aren't. I think the ones that do cause it are the "real" drops that are supposed to be happening, and the no-rumble ones are....something else.
    I've seen several instances of making a hit stick tackle. I glance off of the runner. The runner fidgets for about 2 seconds then falls over. Looks ridiculous.
    Also i noticed that you can make special teams subs so I can finally make my punter be a holder for kicks. Is this new?
    Sent from my LM-G820 using Tapatalk
    oneamongthefence
    I've seen several instances of making a hit stick tackle. I glance off of the runner. The runner fidgets for about 2 seconds then falls over. Looks ridiculous.
    Also i noticed that you can make special teams subs so I can finally make my punter be a holder for kicks. Is this new?
    Sent from my LM-G820 using Tapatalk

    I'm pretty sure that's been an option for at least a few years.
    ripcandlestickpark
    I'm pretty sure that's been an option for at least a few years.

    Confirmed. This was half the angst over formation subs being broken...people wanted to get their starters and rotational guys off special teams.
    tg88forHOF
    Confirmed. This was half the angst over formation subs being broken...people wanted to get their starters and rotational guys off special teams.
    Wow. How did I ever not notice this. i was looking to see if you could change kickoff personnel which you still can't. I wish it would be set to punter by default for all teams. But i can at least have it for my team.
    Sent from my LM-G820 using Tapatalk
    bcruise
    Let me pitch this to anyone who's seeing excessive drops:
    When your receivers drop a pass, are you getting a rumble in your controller?
    Before this patch, every time my receivers dropped a wide open pass I'd get a controller rumble. But now there are times where the drop happens but it doesn't rumble. This might mean there's something different going on - some kind of issue with the animation or collision detection, and not necessarily with the catching algorithm. It would help explain why raising the slider doesn't seem to do anything. But I suppose that's for EA to figure out.
    To be more specific - lowering my slider to the point where "normal" drops happen still causes the rumble on drop, so that does still happen. The way it is right now, some drops are causing the rumble, and some aren't. I think the ones that do cause it are the "real" drops that are supposed to be happening, and the no-rumble ones are....something else.

    To be honest, I never noticed a controller rumble before...it's a pretty subtle one.
    But playing through a few games tonight, I'm seeing the same thing you are: drops feel more prevalent...in a totally anecdotal, unscientific and insufficiently sampled sense...and the controller rumble happens only about half the time, and only on the drops that "feel" more normal/logical.
    Good catch, if you'll forgive the pun.
    oneamongthefence
    I've seen several instances of making a hit stick tackle. I glance off of the runner. The runner fidgets for about 2 seconds then falls over. Looks ridiculous.
    Also i noticed that you can make special teams subs so I can finally make my punter be a holder for kicks. Is this new?
    Sent from my LM-G820 using Tapatalk

    Either it's new or I've never thought of doing it or saw it.
    I did put my fast TE on punt tight to try out some fakes.
    Sent from my SM-G986U1 using Operation Sports mobile app
    From the patch notes....
    "Addressed an issue allowing user-controlled receivers using Aggressive Catch to make catches that they should not have specifically on jumping and diving catch animations. The player ratings will have a heavier impact on the outcome of these specific catch animations"
    Which means they NERFED user Aggressive Catches (which were definitely over powered)
    I would bet any amount of money that what happened is their "fix" didn't just nerf user aggressive catches, but ALL USER CATCHES.
    I tried this last night, and I'm NOT seeing an abnormal number of drops when the Receiver is computer controlled. However, when using a manual catch, it seems to be abot 50/50 (or worse)
    ktd1976
    From the patch notes....
    "Addressed an issue allowing user-controlled receivers using Aggressive Catch to make catches that they should not have specifically on jumping and diving catch animations. The player ratings will have a heavier impact on the outcome of these specific catch animations"
    Which means they NERFED user Aggressive Catches (which were definitely over powered)
    I would bet any amount of money that what happened is their "fix" didn't just nerf user aggressive catches, but ALL USER CATCHES.
    I tried this last night, and I'm NOT seeing an abnormal number of drops when the Receiver is computer controlled. However, when using a manual catch, it seems to be abot 50/50 (or worse)

    No more switching on the receiver in CFM I guess. Which is gonna take some time due to the muscle memory of switching on the receiver when the ball is in the air.
    ktd1976
    From the patch notes....
    "Addressed an issue allowing user-controlled receivers using Aggressive Catch to make catches that they should not have specifically on jumping and diving catch animations. The player ratings will have a heavier impact on the outcome of these specific catch animations"
    Which means they NERFED user Aggressive Catches (which were definitely over powered)
    I would bet any amount of money that what happened is their "fix" didn't just nerf user aggressive catches, but ALL USER CATCHES.
    I tried this last night, and I'm NOT seeing an abnormal number of drops when the Receiver is computer controlled. However, when using a manual catch, it seems to be abot 50/50 (or worse)
    I dont user catch. Its still an issue.
    I will tell you that the cpu doesnt drop anything. Its only impacting user side.
    Sent from my SM-N960U using Tapatalk
    It definitely wasn't overpowered and it's never been overpowered even in Madden 16 when the feature was first introduced.
    Aggressive catch has been absolutely useless for the past 4 years, in fact I'm not even sure why they still put it in the game, considering the online-only and competitive players have done nothing but whine about it, because they don't want to play actual pass defense they just want to stack the box and nano blitz all game.
    That is alsothe reason why it's nearly impossible to make a catch through contact in this game, despite the fact that in real life receivers make catches through contact literally every single game.
    ktd1976
    From the patch notes....
    "Addressed an issue allowing user-controlled receivers using Aggressive Catch to make catches that they should not have specifically on jumping and diving catch animations. The player ratings will have a heavier impact on the outcome of these specific catch animations"
    Which means they NERFED user Aggressive Catches (which were definitely over powered)
    I would bet any amount of money that what happened is their "fix" didn't just nerf user aggressive catches, but ALL USER CATCHES.
    I tried this last night, and I'm NOT seeing an abnormal number of drops when the Receiver is computer controlled. However, when using a manual catch, it seems to be abot 50/50 (or worse)

    Sent from my SM-S260DL using Operation Sports mobile app
    myrtlebrown98
    It definitely wasn't overpowered and it's never been overpowered even in Madden 16 when the feature was first introduced.
    Aggressive catch has been absolutely useless for the past 4 years, in fact I'm not even sure why they still put it in the game, considering the online-only and competitive players have done nothing but whine about it, because they don't want to play actual pass defense they just want to stack the box and nano blitz all game.
    That is alsothe reason why it's nearly impossible to make a catch through contact in this game, despite the fact that in real life receivers make catches through contact literally every single game.
    Sent from my SM-S260DL using Operation Sports mobile app

    It absolutely was overpowered in this game before the patch.
    In one online game, I had an opponent chuck up Hail Mary type passes to Michael Thomas in double or triple coverage 4 times. All 4 times he came down with the ball.
    myrtlebrown98
    It definitely wasn't overpowered and it's never been overpowered even in Madden 16 when the feature was first introduced.
    Aggressive catch has been absolutely useless for the past 4 years, in fact I'm not even sure why they still put it in the game, considering the online-only and competitive players have done nothing but whine about it, because they don't want to play actual pass defense they just want to stack the box and nano blitz all game.
    That is alsothe reason why it's nearly impossible to make a catch through contact in this game, despite the fact that in real life receivers make catches through contact literally every single game.
    Sent from my SM-S260DL using Operation Sports mobile app

    100% agree. I never Aggressive Catch because it's an auto drop if there's a defender anywhere in the area. Maybe this is only on Sim. But it's been totally useless for a long time.
    PhillyPhanatic14
    100% agree. I never Aggressive Catch because it's an auto drop if there's a defender anywhere in the area. Maybe this is only on Sim. But it's been totally useless for a long time.

    I actually found it to be much more useful and overpowered this year.
    If you haven’t tried it since 16 how do you know how it worked in this years game?
    I'm loving how this is playing.
    Default AP is more challenging for me now than it's ever been.
    Some highlights, in my view:
    * The CPU AI has improved significantly, helping bring down unnecessary sacks, making the CPU more of a running threat, and allowing the CPU to use its full arsenal of receiving threats.
    * The CPU run game has improved significantly, with CPU ball carriers demonstrating good vision and the ability to fake out HUM defenders.
    * The catch tuning feels very good to me. Throws into traffic are now harder to come down with, which seems realistic to me, and guys will drop some passes, which happens in real life. I'm not finding these to be too numerous; rather, they add balance to the game in my view. I think folks who think these are way too prominent (I see 1-2 per game per side) may simply be reacting to going a long time where receivers had far too sure of hands.
    * Pass coverage is improved. MCV and ZCV seem tighter now for both HUM and CPU, which makes the previously too-easy (in my view) passing game much more balanced and challenging. There's an increased need to throw to the open guy or reap the consequences, which is a welcome change on AP.
    * Formation subs are fixed. Now you can utilize the full roster more effectively than in previous patches, which is a boon.
    I've gotten 2 franchise games in on the new patch, and they're 2 of the best, most engrossing games I've played in Madden in recent memory. The game is very challenging and immersive right now. I'm very pleased with the effort they put out on this patch.
    RogueNautilus
    I'm loving how this is playing.
    Default AP is more challenging for me now than it's ever been.
    Some highlights, in my view:
    * The CPU AI has improved significantly, helping bring down unnecessary sacks, making the CPU more of a running threat, and allowing the CPU to use its full arsenal of receiving threats.
    * The CPU run game has improved significantly, with CPU ball carriers demonstrating good vision and the ability to fake out HUM defenders.
    * The catch tuning feels very good to me. Throws into traffic are now harder to come down with, which seems realistic to me, and guys will drop some passes, which happens in real life. I'm not finding these to be too numerous; rather, they add balance to the game in my view. I think folks who think these are way too prominent (I see 1-2 per game per side) may simply be reacting to going a long time where receivers had far too sure of hands.
    * Pass coverage is improved. MCV and ZCV seem tighter now for both HUM and CPU, which makes the previously too-easy (in my view) passing game much more balanced and challenging. There's an increased need to throw to the open guy or reap the consequences, which is a welcome change on AP.
    * Formation subs are fixed. Now you can utilize the full roster more effectively than in previous patches, which is a boon.
    I've gotten 2 franchise games in on the new patch, and they're 2 of the best, most engrossing games I've played in Madden in recent memory. The game is very challenging and immersive right now. I'm very pleased with the effort they put out on this patch.
    Thank you bro, I Freakin Love it
    Sent from my SM-G935P using Operation Sports mobile app
    kehlis
    I actually found it to be much more useful and overpowered this year.
    If you haven’t tried it since 16 how do you know how it worked in this years game?

    You might be confusing me with the guy i quoted. I try it each year and hardly ever have success with it. If I want a definite catch in a clutch situation I never use Aggressive Catch. If I've got the game in hand and I'm leading I'll try it but it hasn't worked once for me this year in probably 50+ attempts.
    The most telling thing to me about how broken it is on Sim is how it works when the WR has clear separation, but as soon as the Aggressive Catch is triggered the game generates an animation with an auto win for the defender where they immediately catch up to the WR and knock the ball out. Happens all the time and ratings/height have no effect on it in my experience.
    I play User vs CPU franchise so that is probably why my experience is different from people who play other users, especially in modes like MUT where it's set to something other than Sim.
    RogueNautilus
    I'm loving how this is playing.
    Default AP is more challenging for me now than it's ever been.
    Some highlights, in my view:
    * The CPU AI has improved significantly, helping bring down unnecessary sacks, making the CPU more of a running threat, and allowing the CPU to use its full arsenal of receiving threats.
    * The CPU run game has improved significantly, with CPU ball carriers demonstrating good vision and the ability to fake out HUM defenders.
    * The catch tuning feels very good to me. Throws into traffic are now harder to come down with, which seems realistic to me, and guys will drop some passes, which happens in real life. I'm not finding these to be too numerous; rather, they add balance to the game in my view. I think folks who think these are way too prominent (I see 1-2 per game per side) may simply be reacting to going a long time where receivers had far too sure of hands.
    * Pass coverage is improved. MCV and ZCV seem tighter now for both HUM and CPU, which makes the previously too-easy (in my view) passing game much more balanced and challenging. There's an increased need to throw to the open guy or reap the consequences, which is a welcome change on AP.
    * Formation subs are fixed. Now you can utilize the full roster more effectively than in previous patches, which is a boon.
    I've gotten 2 franchise games in on the new patch, and they're 2 of the best, most engrossing games I've played in Madden in recent memory. The game is very challenging and immersive right now. I'm very pleased with the effort they put out on this patch.

    How about the human running game? Can you still run at will for high ypc? That was one of the biggest gripes I had on default AP. Also, it was too easy to pass to my star WR as he was always open.
    Good post though, encouraging for sure!
    MizzouRah
    How about the human running game? Can you still run at will for high ypc? That was one of the biggest gripes I had on default AP. Also, it was too easy to pass to my star WR as he was always open.
    Good post though, encouraging for sure!

    Yes. I use Jonathan Taylor who is only a 74 over and he had 8ypc average through 3 games last night. I put user run blocking to 5 and it has brought it down to 4ypc.
    MizzouRah
    How about the human running game? Can you still run at will for high ypc? That was one of the biggest gripes I had on default AP. Also, it was too easy to pass to my star WR as he was always open.
    Good post though, encouraging for sure!

    Mizzourah, here's my 2 games:
    Vs. DAL: 70 rush YDS. Akers 14-56.4.0 YPC, Henderson 5-4-.8 YPC. I could really feel the power of the DAL LB unit. Vander Esch and Smith were all over the place and shut me down.
    Vs. PHI: 108 rush YDS. Akers 11-63-5.7. Brown 4-20-5.0. Henderson 4-16-4.0. I ran away from Cox and could feel the difference in the LB caliber of PHI relative to DAL.
    I would not say that I could run at will vs. either team, though I did have good success vs. PHI.
    I'll keep an eye out, but this is not an area I'm worried about. Facing BUF next will be a good barometer, as they also have a good defense.
    This is 10 minute quarters, default AP sliders, all assists off.
    CujoMatty
    Yes. I use Jonathan Taylor who is only a 74 over and he had 8ypc average through 3 games last night. I put user run blocking to 5 and it has brought it down to 4ypc.

    Thanks, what are his speed and acceleration ratings? I've noticed my RB Ekler has 92sp/92accel and since I typically have a good hole to hit, he racks up a ton of yardage.
    It's like the CPU AI doesn't adjust its playcalling to stop the run. (pre patch)
    RogueNautilus
    Mizzourah, here's my 2 games:
    Vs. DAL: 70 rush YDS. Akers 14-56.4.0 YPC, Henderson 5-4-.8 YPC. I could really feel the power of the DAL LB unit. Vander Esch and Smith were all over the place and shut me down.
    Vs. PHI: 108 rush YDS. Akers 11-63-5.7. Brown 4-20-5.0. Henderson 4-16-4.0. I ran away from Cox and could feel the difference in the LB caliber of PHI relative to DAL.
    I would not say that I could run at will vs. either team, though I did have good success vs. PHI.
    I'll keep an eye out, but this is not an area I'm worried about. Facing BUF next will be a good barometer, as they also have a good defense.
    This is 10 minute quarters, default AP sliders, all assists off.

    Much appreciated, thank you!
    Way too many WR drops now when they are wide open. Also a lot of weird tackle animations now. Like the defender really don't make contact just be near a person and they fall like they got wrapped up. Also at times the player you control, goes in a direction you aren't even pressing. I notice it the most when I am controlling a defensive lineman. Have the OL beat, clear shot at the QB and some invisible magnet pulls me wide left or right of the QB, instead of allowing me to go straight forward to the QB. Don't happen all the time, but it happens often enough for me to notice it. Happens sometimes when I am running the ball too, the runner goes in a direction I am not pressing towards.
    The visual assist bug still in the game and it is annoying to have to turn it off every time I play a game. Still can't take pictures on the PC version either.
    I honestly feel as though the game played better at launch. Now, the tackling is back to what it looked like in Madden 20. RPO plays seem to get shut down when you pass it 99% of the time now it seems for a lost of yards. The DB recovery speed is way faster now then it use to be on RPO. But man the drops are highly annoying. I could see if he was tightly covered, but they be wide open with the nearest defender 3 yards away. Still see instances when a deflected pass act like a volley ball and bounce around in the air magically hitting 3 players hands but yet no one can catch it.
    I normally refrain from saying things like, ‘this patch BROKE the game,’ but unfortunately, I think this patch BROKE the game. Lol.
    1 game after this patch, I’m seeing wonky a$$ dropped passes from wide open WRs. One in particular from Julio Jones on a 7 yard curl with no defender near him. It was one of the most jarring plays/animations I’ve seen in this game thus far. And, to be clear, I was totally enjoying this game. I play strictly offline all-pro default sliders vs cpu. There was another play where the cpu let a wide open pass bounce off his shoulder pad and I user Int’d it. I was happy about the fact that I could actually switch quickly enough and get to the int, but the wr simply should’ve caught it. And, I mean, he was WIDE open. My defender was playing zone and covered the wrong guy. This is also a problem, and feel like it’s happening more right now.
    How about the cranked up DBs right now? I can’t throw a pass anywhere. And, every single 50/50 ball is intercepted by the cpu.
    How about the lack of control on D for the first 2-3 secs? Anyone else feeling this? I was playing mlb and trying to cover my man who was running to the outside. I was pressing ‘left stick full right + sprint’ and as the play developed, my LB stopped in the middle of the play due to a handoff. Now, I’m sure ea is trying to make sure our D play ‘good,’ but I want my player to do what I tell him to. If I put myself out of position, that’s on me. But, I’m overall feeling a general lack of control, all over. I’m not seeing my WRS use the catch type I’m pressing. My D movement feels wonky.
    I’m not happy with this patch at all. It reminds me of the dreaded M19 ‘the RB falls forward 5 yards every time he’s tackled’ patch. Lol. That patch broke the game for me as well. It just completely adds some immersion breaking animations and gameplay. There are some other wonky animations going on that I can’t necessarily describe. But, those sort of speed up/slow down animations that look awful.
    This game actually played OOTB, and after first patch, was still pretty good. But, this one has broken for me. I think we’ll hear about them fixing what broke in this patch, soon, and here we go, again, chasing the broken patches all season. Ugghh.
    Sent from my iPhone using Tapatalk
    How about the lack of control on D for the first 2-3 secs?

    It happens sometimes on running plays too. Even noticed it for CPU controlled DBs. Once I threw a hook route, WR caught it, the DB and Safety near him, just stood there and allowed me to turn up field, which led me to turning a 8 yard catch to a 30 yard gain. Next possession, the CPU threw the same pass route, my DB stood there after the catch and it turned into a 70 yard TD.
    Not one of those things that happen 100% of the time, but it happens a good amount to the point where you say did I just watch these people not react ? Like immediately watched the instant replay to make sure I wasn't seeing things. Sure enough they just froze and stood there after the catch and not try to tackle the WR. But other times on passing plays, damn near every DB plays like a shut down corner and denies everything.
    tyler28
    I dont user catch. Its still an issue.
    I will tell you that the cpu doesnt drop anything. Its only impacting user side.
    Sent from my SM-N960U using Tapatalk

    The ones I saw were also not user catches (I usually don't), but I also saw the CPU drop plenty of wide-open passes (no defender within 4 yards) with higher-tier recievers. It seemed to happen most frequently (again, with caveats for anecdotalism and a small sample size) on underneath curls or spot passes.
    The CPU was dropping 3-4 "made me notice" passes per game across 3 games last night.
    Post patch I see flashes of brilliance sprinkled in my growing frustration. On one play i sack Ryan after he backed up 12 yds holding the ball waiting to be sacked. Next play he delivers an absolute beauty to the back of the endzone to Julio 58 yds TD. I doubt i could have made that pass it was that perfect. But that's madden, its like a criteria had to be met then the game functioned properly, this game seems like on most plays the cpu Oline, the QB and receivers are not aligned/aware of each other so the game yields a broken result.
    the running game seems smoother, i saw less cuts into traffic by backs. They'll be tougher on AM but by next week well adjust to the animations we get and stop them for losses, cpu RBs are not truly aware, they still use jukes when a stiff arm would work better, still never get the inches on 3rd and 1 by falling forward.
    i like the drops, ive always felt everyone had too much hands in this game, i dont like the execution of it though. Seeing wide open Hopkins drop a simple catch 3 times can be infuriating to some. But it finally gives some unpredictability to this game.
    MizzouRah
    Thanks, what are his speed and acceleration ratings? I've noticed my RB Ekler has 92sp/92accel and since I typically have a good hole to hit, he racks up a ton of yardage.
    It's like the CPU AI doesn't adjust its playcalling to stop the run. (pre patch)

    I think 90-91 if I remember correctly. Not at home. Lol
    CPU Defenses seems to be coming out in prevent style formations in situations that normally wouldn't call for it. If I come out in 3 or 4 WR sets this seems to happen. They're not hail Mary situations either.
    Sent from my LM-G820 using Tapatalk
    oneamongthefence
    CPU Defenses seems to be coming out in prevent style formations in situations that normally wouldn't call for it. If I come out in 3 or 4 WR sets this seems to happen. They're not hail Mary situations either.
    Sent from my LM-G820 using Tapatalk

    Saw this pre-patch since launch. It reminded me of Practice Mode where you put defense on Random Play and they end up in prevent. I've seen it happen in games when I only have 2 WRs and sometimes at the end of games when I'm ahead and clearly trying to drain clock late in the 4th Q. The AI situational football IQ this year is astoundingly low.
    PhillyPhanatic14
    Saw this pre-patch since launch. It reminded me of Practice Mode where you put defense on Random Play and they end up in prevent. I've seen it happen in games when I only have 2 WRs and sometimes at the end of games when I'm ahead and clearly trying to drain clock late in the 4th Q. The AI situational football IQ this year is astoundingly low.

    I've seen this, in fact CPU playcalling in general leaves a lot to be desired.
    oneamongthefence
    CPU Defenses seems to be coming out in prevent style formations in situations that normally wouldn't call for it. If I come out in 3 or 4 WR sets this seems to happen. They're not hail Mary situations either.
    Sent from my LM-G820 using Tapatalk

    I also saw this and forgot to mention. I think I was losing to cpu with less than 2 mins, but it was not a last play type Hail Mary situ. I called a 3 wide shotgun formation, and they lined up in a prevent. I got a 30 yard pass reception to TE running a flag type route. He wasn’t wide open, but the prevent D helped him get open space to catch and go out of bounds. The rest of the game, the cpu played nickel or dime. But, that specific play should not have seen a prevent D, imo. So, it was instantly jarring to me to see it. It was on a first down, also, to be clear. It wasn’t a 4th and 20 or something, it was first down.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    I also saw this and forgot to mention. I think I was losing to cpu with less than 2 mins, but it was not a last play type Hail Mary situ. I called a 3 wide shotgun formation, and they lined up in a prevent. I got a 30 yard pass reception to TE running a flag type route. He wasn’t wide open, but the prevent D helped him get open space to catch and go out of bounds. The rest of the game, the cpu played nickel or dime. But, that specific play should not have seen a prevent D, imo. So, it was instantly jarring to me to see it. It was on a first down, also, to be clear. It wasn’t a 4th and 20 or something, it was first down.

    Hey, if it's good enough for Matt Patricia...
    In FoF my WRs had 8 drops from my 36 passes. Insane.
    Also had the CPU line up in prevent when i was up 7 with 20 seconds left in the 4th Q and clearly draining the clock with a singleback 2 WR set.
    I certainly don't code or claim to know anything about it but how the Madden team finds a way to consistently break stuff with every patch year after year is astounding to me. I don't see it from any other developer this consistently.
    I must have a different version of the game patch because I’m loving the positives the patch is producing.
    Granted, I’m playing with generated edited roster levels so that plays a big part in animations triggering.
    Definitely saving to an external drive and disconnecting until SS/X-Factor Ability editing is given in Nov.
    Had some drops but I would rather have those than before where there none happening, esp where lower positional player catch ratings seemed to be overridden.
    - 50’ish catch Ratings where catching everything (hated it)
    Happy camper here!!!
    It's definitely taking some getting used to, but I'm not sure I'm mad at it.
    It's going to take some people reminding themselves what "real" is. I had Travis Kelce drop a wide...and I mean WIDE open...angle route on a Texas concept when he was lined up in the backfield. It was initially distracting...but then I remembered the first quarter of the playoff game against Houston last year. Demarcus Robinson took all the heat for the drops, because he had more and they were super visible, but Kelce had a VERY similar drop, on a very similar route, to start things off on KC's very first drive in that game.
    On the whole, I think I like it, but the change is radical enough....and visible enough...that we're going to need to adjust and stop overfocusing on the extra drops before the wider community accepts it.
    All-Pro got super easy. Two play now games since the patch and I've been up 24 and 30 points at half. The cpu only scored in the hurry up right before half. As the Packers I held Drew Brees to 40% passing and 3 first half interceptions.
    Yeah pre-patch it was frustrating when Dwayne Haskins would start every game 9 for 9 against me but now the cpu offense isn't really putting up a fight. Cpu needs more umpphh. On both sides of the ball. AP needs to get back to being a little more competitive.
    tg88forHOF
    It's definitely taking some getting used to, but I'm not sure I'm mad at it.
    It's going to take some people reminding themselves what "real" is. I had Travis Kelce drop a wide...and I mean WIDE open...angle route on a Texas concept when he was lined up in the backfield. It was initially distracting...but then I remembered the first quarter of the playoff game against Houston last year. Demarcus Robinson took all the heat for the drops, because he had more and they were super visible, but Kelce had a VERY similar drop, on a very similar route, to start things off on KC's very first drive in that game.
    On the whole, I think I like it, but the change is radical enough....and visible enough...that we're going to need to adjust and stop overfocusing on the extra drops before the wider community accepts it.

    I like the drops as well. It does happen
    Julio Jones drops passes. Sometimes when hes not really covered even. I know this because hes been on my fantasy football team since his rookie year lol.
    capa
    Those who play coach mode or cpu vs cpu, are you seeing the same amount of drops as others are alluding to?
    C

    There are more drops, but nothing I would call crazy after a couple of games. Might tweak catching a little upwards.
    CujoMatty
    I like the drops as well. It does happen
    Julio Jones drops passes. Sometimes when hes not really covered even. I know this because hes been on my fantasy football team since his rookie year lol.

    Haha - Julio just had a huge drop last week, basically wide open TD that probably would have sealed the game. Great receivers do have drops. I’m glad it’s in Madden now. It was one of my bigger complaints in Madden; that catching ratings were really almost irrelevant. Especially the CPU n All -Madden. They literally caught anything.
    I didn’t even really notice it the first two games I played. I had the catching sliders way down anyway. But, last night, had some huge drops. CPU Waller burned my user on a corner but dropped what would have been a first down to seal the game. Then next game I had several 3rd down drops in the 4th that cost me a game.
    Overall, I’m thrilled this element is in the game. Adds much more organic, unscripted feel to the game. Things that were once automatic, aren’t so automatic anymore. But, that being said, I totally get why people would hate it. Especially competitive players... I could absolutely see some broken controllers happening. And EA probably went a tad too far, so I’ve bumped catching up to 55 for user/CPU for the time being. In the small sample, seems pretty good for now.
    CujoMatty
    I like the drops as well. It does happen
    Julio Jones drops passes. Sometimes when hes not really covered even. I know this because hes been on my fantasy football team since his rookie year lol.
    Imo. The problem isn't the drops itself. The problem is the 1) Adding drops in a update and it not being communicated 2) The dumb animation of the drop.
    When Julio drops a ball, he isn't trying block someone after lol.
    Sent from my SM-G986U1 using Operation Sports mobile app
    Datninja619
    Imo. The problem isn't the drops itself. The problem is the 1) Adding drops in a update and it not being communicated 2) The dumb animation of the drop.
    When Julio drops a ball, he isn't trying block someone after lol.
    Sent from my SM-G986U1 using Operation Sports mobile app

    Hahahahaha ya that does look terrible.
    I am absolutely not trying to gaslight, I swear, but I am not seeing the issue in my franchise games.
    I have 3 games under my belt post-patch, and in my last game I had 1 true drop and 1 ball thrown into coverage that got knocked out, and that's on 40 attempts.
    I don't remember a big drop by the CPU.
    If guys are getting 5 drops a game over a large sample size, and if the drops are all wide open drops, I could see that being an issue, but this issue isn't showing up in my played games.
    I'm personally hoping they don't go in and patch this right away, as other things often get broken, and the game is playing amazing in my view.
    RogueNautilus
    I am absolutely not trying to gaslight, I swear, but I am not seeing the issue in my franchise games.
    I have 3 games under my belt post-patch, and in my last game I had 1 true drop and 1 ball thrown into coverage that got knocked out, and that's on 40 attempts.
    I don't remember a big drop by the CPU.
    If guys are getting 5 drops a game over a large sample size, and if the drops are all wide open drops, I could see that being an issue, but this issue isn't showing up in my played games.
    I'm personally hoping they don't go in and patch this right away, as other things often get broken, and the game is playing amazing in my view.

    This is interesting. In my first and only post-patch game yesterday, I had EIGHT drops between Landry (4), Odell (2), and Hooper (2) alone.
    Needless to say, I’m envious of those who are not having the drops issue.
    Also, conversely, I got 6 sacks on Big Ben... 4 of which were those drop back, drop back, drop back.... take a 15 yard sack situations. I had seen zero of those in 5 games pre patch. So, I’m hoping that doesn’t become a trend too. I feel like the CPU QBs were playing pretty well before that.
    But again - this is all one game. I’ll withhold judgment on if either of these is an issue until after I’ve played more games.
    Sent from my iPhone using Operation Sports
    I am not having the drops, I had titans against patriots in the rain and most passes from both quarterbacks were overthrown. Not nowhere near receiver. Was this because of the rain or tannehill and newton. This was on all pro sim default
    Sent from my iPhone using Operation Sports
    RogueNautilus
    I am absolutely not trying to gaslight, I swear, but I am not seeing the issue in my franchise games.
    I have 3 games under my belt post-patch, and in my last game I had 1 true drop and 1 ball thrown into coverage that got knocked out, and that's on 40 attempts.
    I don't remember a big drop by the CPU.
    If guys are getting 5 drops a game over a large sample size, and if the drops are all wide open drops, I could see that being an issue, but this issue isn't showing up in my played games.
    I'm personally hoping they don't go in and patch this right away, as other things often get broken, and the game is playing amazing in my view.

    100% with you. Finally got a cha CFE to play tonight...yes it’s only one game...but I didn’t see a huge issue. I had two passes between each team that you could argue was dropped. Both passes were contested by the opposing defense. I just did t have the issues others have been seeing.
    Sent from my iPhone using Operation Sports
    I only played one game post patch on AP with slider settings and had no issues with drops. There were a few here and there but normal for an NFL game.
    I even had a nice one handed grab by Keenan Allen and a leaping catch by Mike Williams. Almost all the drops were in traffic and getting hit right after the catch.
    For those with this issue are you on AM by chance?
    They added great catch animations to the game and now drop drops drops. Drops over the middle to a wide open Amari? Come on. Coverage is in a nice place, which this just wrecks. Beautiful passing this year and drops. Runner running into tackles, gang tackling virtually gone from game. Guys feet/end zone awareness eroding again, stepping out of bounds to easily on quick outs. Hello Madden 19. What’s the point whether they catch or not in the end zone if they don’t get their feet in. And someone fix the [email protected] bug where you can’t even turn off the player icon on replays to look at all of this. I want to like this game I really do. Madden 20 for me until this is sorted out.
    l8knight1
    Drops over the middle to a wide open Amari? Come on.

    Say it with me:
    Every receiver sometimes drops wide open passes.
    Julio drops some. Kelce drops some. OBJ drops some. Everybody.
    Even Amari Cooper. Hell, ESPECIALLY Amari Cooper. His drops have been a talking point in the recent past. In 2019, he dropped 4.2% of his targets...18th worst in the league.
    Here's an 8 minute video of nothing but Amari Cooper dropping passes: https://youtu.be/tN34PNTx71A
    Plenty of passes hitting him right in the hands, uncontested, and just plain dropped.
    He's gotten better since he went to Dallas, but he's not immune....nobody is immune. Here's film breakdown of all his drops in Dallas in 2019, with the passes that were either bad throws or good coverage already filtered out...there were 5 of those (and the guy doing the video gives Cooper a pass on 3 more that really should be considered drops): https://youtu.be/6WwYjtwu2YU
    This is starting to sound more and more like another case of "everybody wants realism until realism happens to them".
    I had my catching slider up to 80 before this patch even came out on All-Pro. Players getting sneezed on would drop the ball otherwise.
    This patch though I did witness my first blatant blatant wide open drop by Hopkins, didn't happen otherwise though. Those happen in real life so I'm not upset about it.
    ----
    My problem with the passing game was that AI coverage was too free and QB accuracy was way too good and the AI pass coverage doesn't seem any better to me even with sliders messed with a lot.
    stooge 1010
    I am not having the drops, I had titans against patriots in the rain and most passes from both quarterbacks were overthrown. Not nowhere near receiver. Was this because of the rain or tannehill and newton. This was on all pro sim default
    Sent from my iPhone using Operation Sports

    I just played same game , same teams only clear weather. It must’ve been the rain, the passes were more on but still some drops. Which was realistic to me also. Pretty cool the rain effecting the game like that
    Sent from my iPhone using Operation Sports
    tg88forHOF
    Say it with me:
    Every receiver sometimes drops wide open passes.
    Julio drops some. Kelce drops some. OBJ drops some. Everybody.
    Even Amari Cooper. Hell, ESPECIALLY Amari Cooper. His drops have been a talking point in the recent past. In 2019, he dropped 4.2% of his targets...18th worst in the league.
    Here's an 8 minute video of nothing but Amari Cooper dropping passes: https://youtu.be/tN34PNTx71A
    Plenty of passes hitting him right in the hands, uncontested, and just plain dropped.
    He's gotten better since he went to Dallas, but he's not immune....nobody is immune. Here's film breakdown of all his drops in Dallas in 2019, with the passes that were either bad throws or good coverage already filtered out...there were 5 of those (and the guy doing the video gives Cooper a pass on 3 more that really should be considered drops): https://youtu.be/6WwYjtwu2YU
    This is starting to sound more and more like another case of "everybody wants realism until realism happens to them".

    I get the sentiment, but 8 drops from 36 passes doesn't happen in the NFL. The Eagles WRs have been next level awful the last few years but even they don't suck that bad. Also, we all know EA isn't trying to add realism here. If they were, they would have announced this as an addition from Clint in a similar way as the pass rush stuff they've done the last two years and the throw out of sack stuff.
    Another point - I went through the FoF combine yesterday and the WR dropped 2 balls out of 10 passes in the drills and it counted as missed throws and hurt my draft stock. There's no way that's intended.
    stooge 1010
    I just played same game , same teams only clear weather. It must’ve been the rain, the passes were more on but still some drops. Which was realistic to me also. Pretty cool the rain effecting the game like that
    Sent from my iPhone using Operation Sports

    This is just wrong. Weather doesn’t effect gameplay like that. The competitive crowd would loose its collective mind.
    PhillyPhanatic14
    I get the sentiment, but 8 drops from 36 passes doesn't happen in the NFL. The Eagles WRs have been next level awful the last few years but even they don't suck that bad. Also, we all know EA isn't trying to add realism here. If they were, they would have announced this as an addition from Clint in a similar way as the pass rush stuff they've done the last two years and the throw out of sack stuff.
    Another point - I went through the FoF combine yesterday and the WR dropped 2 balls out of 10 passes in the drills and it counted as missed throws and hurt my draft stock. There's no way that's intended.

    I’m not trying to call you out, but I am just trying to put some of this in perspective for you .
    Bucs has 7 drops on 35 passes this past Sunday. I think it happens much more than we realize IRL and with how Madden plays it can cloud our judgement on whether or not it’s deemed “realistic” or not.
    Sent from my iPhone using Operation Sports
    PhillyPhanatic14
    I get the sentiment, but 8 drops from 36 passes doesn't happen in the NFL.

    It does happen....not often, but it just did happen. Even if it hadn't, that's one single-instance anecdote from one person...it happened to you in one FoF game (by the way...NFL game, or one of the high school/college ones? Since you did the combine and were tripped up by those drops after, I'm assuming the 8 drops were in a college game?).
    Unless you're saying you're getting 8 dropped passes out of every 36 attempts consistently, what you saw was a clear outlier, and could have been due to a combination of issues (interaction with some other issue specific to FoF, the unintended parts of this issue hitting FoF especially hard for whatever reason, planetary alignment, whatever).
    Other people (me included) aren't seeing anywhere near that frequency of drops, so it's a little disingenuous to talk about the severity of the issue in terms of a clear outlier, isn't it? I'm not saying it didn't happen, but it's clearly not the norm, and happened in a mode of the game that has a lot of unique circumstances involved already, so why keep portraying it in those terms?
    PhillyPhanatic14

    Also, we all know EA isn't trying to add realism here.

    I don't recall saying they were.
    But they might have added some accidentally anyway.
    We can talk about whether they overdid it (they probably did), and whether it was a consequence of an unintended bug (it probably is). But the poster I was replying to was presenting a very real thing (Amari Cooper dropping a wide open pass) as something that couldn't possibly be real, and was therefore unacceptable. It clearly IS real, so why is that his complaint? Why did you feel the need to rebut me pointing out that what he saw is actually very realistic?
    For a community that's supposedly so concerned with realism, we sure seem to be trying really hard to talk about this dropped passes thing in the most unreal terms possible, using outlier examples and claiming real phenomena of NFL football are unrealistic and silly.
    I've found that drops are automatic on certain routes. I use the Bucs/Arians playbook in my Jets CFM. I have a 2nd year drafted WR who's a Tyreek Hill clone.
    One of my favorite plays for him is out of the Shotgun Spread formation, Bucs Shallow. He lines up in the slot and is the primary read.

    He dropped the ball on this route all 7 times I called this play in three games last night. All seven. He was wide open on each one. Those who aren't having an issue with drops, fire up a test CFM and call that play several times and see what happens.
    After I picked up on this pattern, I noticed that a lot of CPU drops and other HUM drops are when the WR is outside of the numbers and running towards the sidelines. I especially noticed it with the CPU since their TEs always burn me with out routes and corner routes; they dropped several open passes running towards the sideline. Not sure if that's been discussed in here yet.
    tg88forHOF
    Say it with me:
    Every receiver sometimes drops wide open passes.
    Julio drops some. Kelce drops some. OBJ drops some. Everybody.
    Even Amari Cooper. Hell, ESPECIALLY Amari Cooper. His drops have been a talking point in the recent past. In 2019, he dropped 4.2% of his targets...18th worst in the league.
    Here's an 8 minute video of nothing but Amari Cooper dropping passes: https://youtu.be/tN34PNTx71A
    This is starting to sound more and more like another case of "everybody wants realism until realism happens to them".

    As a Raiders fan, I meant to chime in on Amari as a prime example of "good" receivers who drop perplexing passes. He's have been extended in OAK if he'd had more reliable hands, but Raiders fans grew all too familiar with his propensity for drops. The video documentation is funny/sad/true.
    I got another franchise game in this AM, and again, 2 drops per team per side, with at least 1 of the 4 coming in serious traffic.
    In my admittedly limited 4 games of experience, it seems to me that the following are important mitigation tools:
    * Throw to the open receiver (consider leverage)
    * Throw on time w/r/t the route
    * Avoid an over-reliance on 50/50 balls unless you have superior talent
    * Use the various pass trajectories and throw types to calibrate each pass to the coverage
    * Use an appropriate catch type for the throw type, route, and coverage
    I do all of the above (as often as I can) and I'm getting good results.
    If folks are doing all those things and still getting really high numbers, I can understand the frustration, but I post these considerations in the event that folks happen not to be using all the available tools. Again, if you are and are still getting crazy drops, that is a bummer, and I can see why you'd be frustrated.
    JoshC1977
    No idea what you're talking about.
    Can you elaborate further?
    The glitch where the screen turns white for a play
    Sent from my SM-N975U using Tapatalk
    I think the whole "this is unrealistic" part of the pass drop issue boils down to this:
    A lot of people just plain don't like the dropped passes, for one of any number of reasons.
    They don't like the out-of-place animations that sometimes accompany them. They're frustrating. They can't entirely be controlled...you can't entirely eliminate or avoid them by somehow playing or performing better...so gamers instinctively don't like them. They don't like that some part of them is probably buggy and could cause a repair patch to break something else.
    Maybe some combination of any of those reasons.
    The thing is, any or all of those reasons are perfectly legitimate all by themselves. If any of those things are really your concern, there's absolutely nothing wrong with that opinion.
    But I think the sim community has kind of latched onto "this is unrealistic!" as an unimpeachable reason to hate a feature...something that everybody immediately agrees is a Bad Thing and therefore won't argue when somebody says they don't like more dropped passes (or whatever feature/change/bug we're talking about).
    Basically, it's easier to get consensus here with "it's unrealistic" than with any of the other reasons people might not like it.
    Thus, a lot of people are trying really hard to portray the dropped passes change as being unrealistic, when (intended or not) they've actually introduced a very real, uncontrolled element that the game's been missing to this point.
    RogueNautilus
    As a Raiders fan, I meant to chime in on Amari as a prime example of "good" receivers who drop perplexing passes. He's have been extended in OAK if he'd had more reliable hands, but Raiders fans grew all too familiar with his propensity for drops. The video documentation is funny/sad/true.

    As a Chiefs fan, I was sad to see him leave the division for the exact same reason. I've always kind of looked at it as karma for Mack getting traded out of the division right before Mahomes took over as the starter.
    RogueNautilus
    As a Raiders fan, I meant to chime in on Amari as a prime example of "good" receivers who drop perplexing passes. He's have been extended in OAK if he'd had more reliable hands, but Raiders fans grew all too familiar with his propensity for drops. The video documentation is funny/sad/true.
    I got another franchise game in this AM, and again, 2 drops per team per side, with at least 1 of the 4 coming in serious traffic.
    In my admittedly limited 4 games of experience, it seems to me that the following are important mitigation tools:
    * Throw to the open receiver (consider leverage)
    * Throw on time w/r/t the route
    * Avoid an over-reliance on 50/50 balls unless you have superior talent
    * Use the various pass trajectories and throw types to calibrate each pass to the coverage
    * Use an appropriate catch type for the throw type, route, and coverage
    I do all of the above (as often as I can) and I'm getting good results.
    If folks are doing all those things and still getting really high numbers, I can understand the frustration, but I post these considerations in the event that folks happen not to be using all the available tools. Again, if you are and are still getting crazy drops, that is a bummer, and I can see why you'd be frustrated.

    I've only been able to play 1 game, but I do the same thing. I didn't force a single pass and I barely noticed any issue with the drops that others are experiencing. I also made an effort not to switch on my intended receiver as I normally do. The one time I did, I got that funky animation where the ball sails high. Going to try and play a lot more this weekend and see if I experience this on a broader scale.
    ehh
    I've found that drops are automatic on certain routes. I use the Bucs/Arians playbook in my Jets CFM. I have a 2nd year drafted WR who's a Tyreek Hill clone.
    One of my favorite plays for him is out of the Shotgun Spread formation, Bucs Shallow. He lines up in the slot and is the primary read.

    He dropped the ball on this route all 7 times I called this play in three games last night. All seven. He was wide open on each one. Those who aren't having an issue with drops, fire up a test CFM and call that play several times and see what happens.
    After I picked up on this pattern, I noticed that a lot of CPU drops and other HUM drops are when the WR is outside of the numbers and running towards the sidelines. I especially noticed it with the CPU since their TEs always burn me with out routes and corner routes; they dropped several open passes running towards the sideline. Not sure if that's been discussed in here yet.

    I saw it on that play or a similar one in the Bills playbook. Also saw a lot of the TE drops. My starting TE alone dropped 3 in one game.
    Yeah, I’m sorry. I just can’t handle this:
    https://twitter.com/ohmrhanky/status/1309121379598503937?s=21
    To all those saying they like the realism of a few drops per game, I just don’t find this to be realistic. It’s the ‘when’ it happens. It’s very specific to a wr being wide open. It’s almost like the more wide open the player, the more likely he drops it. Not only is this a bug, but it’s just not realistic, imo. Yes, every player drops a wide open pass from time to time, but it just doesn’t look like this. Especially, from Julio. Lol.
    It’s funny, because this really does remind me of the fall forward bug in M19. These were the same args. Some people liked that bug, too, because runners were finally falling forward when hit. The problem was, the animation was wonky as hell and just didn’t look right, and the runner was gaining like 5 yards on the fall forward bug. Lol.
    So, again, this just doesn’t look/feel realistic, imo.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    Yeah, I’m sorry. I just can’t handle this:
    https://twitter.com/ohmrhanky/status/1309121379598503937?s=21
    To all those saying they like the realism of a few drops per game, I just don’t find this to be realistic. It’s the ‘when’ it happens. It’s very specific to a wr being wide open. It’s almost like the more wide open the player, the more likely he drops it. Not only is this a bug, but it’s just not realistic, imo. Yes, every player drops a wide open pass from time to time, but it just doesn’t look like this. Especially, from Julio. Lol.
    It’s funny, because this really does remind me of the fall forward bug in M19. These were the same args. Some people liked that bug, too, because runners were finally falling forward when hit. The problem was, the animation was wonky as hell and just didn’t look right, and the runner was gaining like 5 yards on the fall forward bug. Lol.
    So, again, this just doesn’t look/feel realistic, imo.
    Sent from my iPhone using Tapatalk

    lmao that is gold.
    seems like a new animation tied to trying to get extra yards.
    PhillyPhanatic14
    I get the sentiment, but 8 drops from 36 passes doesn't happen in the NFL. The Eagles WRs have been next level awful the last few years but even they don't suck that bad. Also, we all know EA isn't trying to add realism here. If they were, they would have announced this as an addition from Clint in a similar way as the pass rush stuff they've done the last two years and the throw out of sack stuff.
    Another point - I went through the FoF combine yesterday and the WR dropped 2 balls out of 10 passes in the drills and it counted as missed throws and hurt my draft stock. There's no way that's intended.
    Completely agreed with this part man. "Also, we all know EA isn't trying to add realism here. If they were, they would have announced this as an addition from Clint in a similar way as the pass rush stuff they've done the last two years and the throw out of sack stuff."
    This isn't a conversation of whether or not drops happen in NFL vs Madden. If they intentionally wanted to make drops more frequent, they would and should have put it in a gridiron notes. Then everyone would have known their intentions (regardless of if we agreed at the time) and then focused on tuning it.
    Sent from my SM-G986U1 using Operation Sports mobile app
    Datninja619
    Completely agreed with this part man. "Also, we all know EA isn't trying to add realism here. If they were, they would have announced this as an addition from Clint in a similar way as the pass rush stuff they've done the last two years and the throw out of sack stuff."
    This isn't a conversation of whether or not drops happen in NFL vs Madden. If they intentionally wanted to make drops more frequent, they would and should have put it in a gridiron notes. Then everyone would have known their intentions (regardless of if we agreed at the time) and then focused on tuning it.
    Sent from my SM-G986U1 using Operation Sports mobile app

    Exactly. Realism isn't the discussion. We all love realism. This is a bug and JP's post confirms that. I want more variance in QB accuracy, but I don't want my QB throwing the ball in the dirt McNabb-style every time I call a certain play because there's a bug in the game. That's not realism.
    PhillyPhanatic14
    Exactly. Realism isn't the discussion. We all love realism. This is a bug and JP's post confirms that. I want more variance in QB accuracy, but I don't want my QB throwing the ball in the dirt McNabb-style every time I call a certain play because there's a bug in the game. That's not realism.

    Just because they tune/tweak an “Physics” component of gameplay to the liking of an complaining voice, doesn’t necessarily mean it was a “bug”.
    Just means they altered that aspect to appease those voices (look at the turnaround of the Update) lol
    Aren’t there different Play Styles, different modes being played?
    Not everyone was experiencing on such a “dramatic” scale as it was being presented.
    Why not let the ratings play a role in the drop-chance.
    Nope, hard “Nerf” across the board.
    It’s amazing how professing Sim players complaints seem to run parallel to Comp player complaints, and we wonder why there’s such a drastic gameplay change from the Beta’s.
    It’s a “Bug”, it’s a “Glitch”...
    Well both Play Styles are saying the same thing so... lol
    Let’s see what the “drop” data looks like on Sim Play Style going forward, because the Comp rule is/has been if they’re open, it should be a catch 100%.
    khaliib
    Just because they tune/tweak an “Physics” component of gameplay to the liking of an complaining voice, doesn’t necessarily mean it was a “bug”.
    Just means they altered that aspect to appease those voices (look at the turnaround of the Update) lol
    Aren’t there different Play Styles, different modes being played?
    Not everyone was experiencing on such a “dramatic” scale as it was being presented.
    Why not let the ratings play a role in the drop-chance.
    Nope, hard “Nerf” across the board.
    It’s amazing how professing Sim players complaints seem to run parallel to Comp player complaints, and we wonder why there’s such a drastic gameplay change from the Beta’s.
    It’s a “Bug”, it’s a “Glitch”...
    Well both Play Styles are saying the same thing so... lol
    Let’s see what the “drop” data looks like on Sim Play Style going forward, because the Comp rule is/has been if they’re open, it should be a catch 100%.

    I think you're making this something that it's not. I'm not going back and forth with you on this - especially because EA has already said this is an "issue" and not a feature or an intended outcome.
    khaliib
    Just because they tune/tweak an “Physics” component of gameplay to the liking of an complaining voice, doesn’t necessarily mean it was a “bug”.
    Just means they altered that aspect to appease those voices (look at the turnaround of the Update) lol
    Aren’t there different Play Styles, different modes being played?
    Not everyone was experiencing on such a “dramatic” scale as it was being presented.
    Why not let the ratings play a role in the drop-chance.
    Nope, hard “Nerf” across the board.
    It’s amazing how professing Sim players complaints seem to run parallel to Comp player complaints, and we wonder why there’s such a drastic gameplay change from the Beta’s.
    It’s a “Bug”, it’s a “Glitch”...
    Well both Play Styles are saying the same thing so... lol
    Let’s see what the “drop” data looks like on Sim Play Style going forward, because the Comp rule is/has been if they’re open, it should be a catch 100%.

    It's a bug/issue because it was not in the patch notes. SIMPLE.
    If EA wants it to be a feature then include it in the patch notes and say:
    Sim Play Style - High Drop Chance to represent real life drops
    Competitive Play Style - Minor Drop Chance
    Arcade - No Drop chance
    Note: My point is to specify what changes were made to the play style
    Datninja619
    It's a bug/issue because it was not in the patch notes. SIMPLE.
    If EA wants it to be a feature then include it in the patch notes and say:
    Sim Play Style - High Drop Chance to represent real life drops
    Competitive Play Style - Minor Drop Chance
    Arcade - No Drop chance
    Note: My point is to specify what changes were made to the play style

    It's not in the patch notes + they said it was a bug and already fixed it = it was not intended and has nothing to do with them caving to the arcade players.
    PhillyPhanatic14
    I get the sentiment, but 8 drops from 36 passes doesn't happen in the NFL. .

    Per PFF, the Bucs had 7 drops on 35 attempts. Shall I go back further than 4 days to prove this statement false?
    pimpycraig
    Per PFF, the Bucs had 7 drops on 35 attempts. Shall I go back further than 4 days to prove this statement false?

    These are the stats from the past two weeks from Pro Football Reference. So if all those drops were from one week for the Bucs that's pretty wild.
    BadAssHskr
    Average Per Game, I'm assuming the are talking about Attempts? How did they come up with 34?

    It's actually from their advanced receiving stats, so this takes into account receiver targets and not just pure QB attempts.
    Edited to add a table based on QB Attempts to Drops from past 2 weeks.
    PhillyPhanatic14
    Exactly. Realism isn't the discussion. We all love realism. This is a bug and JP's post confirms that. I want more variance in QB accuracy, but I don't want my QB throwing the ball in the dirt McNabb-style every time I call a certain play because there's a bug in the game. That's not realism.

    If it's not about realism (and that's fine if that's the case), then perhaps people should stop talking about how unrealistic it is.
    Because right now, roughly every other comment (including one just a couple of from this one I'm quoting and the one I quoted in the first place that started you into rebuttal mode) is talking about the dropped passes in terms of how unrealistic they are or look.
    It sure feels like it's about realism...
    Im curious to those drop stats. Are those ‘pure’ drops? Or, do they include D assisted drops? Meaning, did a DB knock it out or hit the WR?
    Because, again, for me, and the single game I’ve played since the patch, I saw about 5 completely wide open drops. None of them were because of DB play. Just curious if the drops in the chart are pure drops.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    Im curious to those drop stats. Are those ‘pure’ drops? Or, do they include D assisted drops? Meaning, did a DB knock it out or hit the WR?
    Because, again, for me, and the single game I’ve played since the patch, I saw about 5 completely wide open drops. None of them were because of DB play. Just curious if the drops in the chart are pure drops.

    Drops are a somewhat subjective stat, but they're tracked separately from DB knockouts or other reasons a pass was incomplete. So yes, they're "pure" drops, although what counts depends on what the stat counter for that game considers a drop.
    Most NFL receivers end up with a handful (as low as 2-3, as high as 5-6) of drops per season....for example, Travis Kelce had 4 drops on 70 targets in 2019. If DB knockouts counted, the numbers would be much, much higher.
    So the Tampa Bay game in question had 7 such "pure" drops. KC had 6 in their game against Houston in last year's divisional game.
    tg88forHOF
    Drops are a somewhat subjective stat, but they're tracked separately from DB knockouts or other reasons a pass was incomplete. So yes, they're "pure" drops, although what counts depends on what the stat counter for that game considers a drop.
    Most NFL receivers end up with a handful (as low as 2-3, as high as 5-6) of drops per season....for example, Travis Kelce had 4 drops on 70 targets in 2019. If DB knockouts counted, the numbers would be much, much higher.
    So the Tampa Bay game in question had 7 such "pure" drops. KC had 6 in their game against Houston in last year's divisional game.

    That's interesting, because I feel like Madden doesn't count drops in that way. I've seen numerous times where a defender hits the receiver and he coughs up the ball for an incompletion, and it's counted as a drop. Sometimes even the catch knockout animations (ones where the defender knocks the ball away with his hands) show up as one. And of course, those affect completion percentages, so even if drops as a stat in Madden were getting too high, it wouldn't necessarily reflect that the game is playing unrealistically. Fortunately as far as Madden's drop stat goes, I don't think it has any effect beyond showing up in the post-game box score - it's not tracked in season stats or anything. So IMO, you can afford to have catching a bit lower to allow for more of these "drop" DB knockouts to bring down QB completions a bit.
    The 1.10 "drops" were a different issue, though. They were certainly random, but it wasn't weighted randomness by ratings - it was just a bug causing anyone and everyone to have a chance of dropping a pass (in a somewhat glitched way) every time in addition to the ones they'd normally drop due to ratings. It superseded ratings and sliders, and that's why it drew the attention of so many people.
    bcruise
    That's interesting, because I feel like Madden doesn't count drops in that way. I've seen numerous times where a defender hits the receiver and he coughs up the ball for an incompletion, and it's counted as a drop. Sometimes even the catch knockout animations (ones where the defender knocks the ball away with his hands) show up as one. And of course, those affect completion percentages, so even if drops as a stat in Madden were getting too high, it wouldn't necessarily reflect that the game is playing unrealistically. Fortunately as far as Madden's drop stat goes, I don't think it has any effect beyond showing up in the post-game box score - it's not tracked in season stats or anything. So IMO, you can afford to have catching a bit lower to allow for more of these "drop" DB knockouts to bring down QB completions a bit.

    Yeah, Madden counts those stats completely wrong.
    In Madden, if a receiver gets hands on the ball and a DB knocks it out, it'll always credit that receiver with a drop, and sometimes credits the defender with a PDEF, sometimes doesn't (although abilities that activate on "caused incompletions" usually count accurately).
    In the real NFL, that same interaction wouldn't result in a drop being assessed against the receiver, and should be credited as a PDEF for the defender, although it isn't always. PDEF is one of the most subjective official stats in the game, and one of the most variable depending on the official score keeper at that game....even the real league doesn't get PDEFs right half the time. For example, by rule, an INT should also count as a PDEF in the real league, but it's only scored that way about half the time.
    If the NFL scored receiver drops the way Madden does, every receiver in the league would easily have double-digit drops per year, and 20+ wouldn't be terribly unusual. As it is, if you see a real life receiver with 10+ official drops credited, that guy prolly isn't going to be in the league very long.
    Edit: here's a link to a discussion that includes the league's definition of a PDEF, as taken from the league's official PR manual a few years ago:
    https://www.chiefsplanet.com/bb/showthread.php?t=299659
    What's especially hilarious is when Madden will charge a defender with a drop, when they have their hands on an INT and don't hold onto it. The game I'm playing right now lists Juan Thornhill (KC FS) on the Receiving tab with 0 receptions, 0 yards, and 1 drop.
    So the game clearly has an explicitly-coded "drop mechanic" that triggers when a player has hands on the ball and doesn't complete the catch or pick....most likely tied to the animation that was triggered.
    Edit: lol...went to check, because I didn't even think about it at first. Thornhill is credited with a drop due to the near-pick, but was not credited with a PDEF; he's sitting at zero for the game. Even though that's about as textbook as a PDEF gets.
    As I'm reading all of that together, that means the contested catch animation led to a "drop" animation, which caused the engine to evaluate stats based on the animation regardless of which player was actually a defender, crediting the defender making a good play with a drop (that doesn't matter) and robbing him of a PDEF (which does matter, both for season-long stats and player goals/progression).
    That's....not optimal.
    Is there anyway I can go back to patch 1.10....because patch 1.11 nerfed running game again..IMO
    CPU Running backs are not footplanting, not cutting, not trucking..back to body swivel, no organic movement.
    Probably have to uninstall...I guess
    tuckermaine
    Is there anyway I can go back to patch 1.10....because patch 1.11 nerfed running game again..IMO
    CPU Running backs are not footplanting, not cutting, not trucking..back to body swivel, no organic movement.
    Probably have to uninstall...I guess

    On consoles, if you have a physical copy, your options are the original game on the disc with no patches at all (by deleting and reinstalling and then preventing the download of patches for the game) or the latests patch. If you have a digital version, there is nothing you can do as deleting and reinstalling will include all patches.
    Were the new QB slide controls announced anywhere? It's not in-game.
    I only found it after googling it just now, after losing 42-28 because I fumbled five times with my scrambling QB, and testing for myself in practice mode after the game.
    I don't hate that it's double-tap X now, but good grief give us a pop-up or something to let us know it changed. That's a significant control scheme, especially given how easily QBs fumble when diving.
    ehh
    Were the new QB slide controls announced anywhere? It's not in-game.
    I only found it after googling it just now, after losing 42-28 because I fumbled five times with my scrambling QB, and testing for myself in practice mode after the game.
    I don't hate that it's double-tap X now, but good grief give us a pop-up or something to let us know it changed. That's a significant control scheme, especially given how easily QBs fumble when diving.

    They just changed the QB sliding controls to match the other skill players in the last title update it, was in the gridiron notes. A lot of people are upset about the change.
    im trying to stick to a full season of my Niners cpu vs cpu season, on default everything on sliders, im 2-0 so far with easy wins over arizona and jets, i want it to be that way as in talent stands out more,
    im facing the giants as we speak, 0-2 so we should win, and i guess that part could have been in the hows your franchise going lol sorry anyways umm
    my biggest notice so far.. the damn Qbs hang on to the ball to long. my goodness, and they keep just back peddling, i mean at least run or throw it away, i think i even change the qbs to throw away, driving me nuts not even half and both teams have 3 sacks each but hey it could be one those games, anyways biggest thing i worry about with big patches sometimes is it messing something else up but ehh who knows..
    khaliib
    Just because they tune/tweak an “Physics” component of gameplay to the liking of an complaining voice, doesn’t necessarily mean it was a “bug”.
    Just means they altered that aspect to appease those voices (look at the turnaround of the Update) lol
    Aren’t there different Play Styles, different modes being played?
    Not everyone was experiencing on such a “dramatic” scale as it was being presented.
    Why not let the ratings play a role in the drop-chance.
    Nope, hard “Nerf” across the board.
    It’s amazing how professing Sim players complaints seem to run parallel to Comp player complaints, and we wonder why there’s such a drastic gameplay change from the Beta’s.
    It’s a “Bug”, it’s a “Glitch”...
    Well both Play Styles are saying the same thing so... lol
    Let’s see what the “drop” data looks like on Sim Play Style going forward, because the Comp rule is/has been if they’re open, it should be a catch 100%.

    Post 1.11 simulation (you all know my play style. I do not user catch).
    Gesicki had 3 wide open drops. One of them no one touched him the other two he was hit after but balls I expect him the catch.
    Loved it.
    Devante Parker had a few drops.
    It happens on simulation mode.
    Thank god for small miracles.
    Game is playing amazingly well for men personally. Having a blast.
    Period.
    Sent from my iPhone using Operation Sports
    Armor and Sword
    Post 1.11 simulation (you all know my play style. I do not user catch).
    Gesicki had 3 wide open drops. One of them no one touched him the other two he was hit after but balls I expect him the catch.
    Loved it.
    Devante Parker had a few drops.
    It happens on simulation mode.
    Thank god for small miracles.
    Game is playing amazingly well for men personally. Having a blast.
    Period.
    Sent from my iPhone using Operation Sports

    Case in point - Zeke Elliott has dropped 3 wide open screen passes in today's game.
    Outlier for sure - but it clearly CAN happen.
    bcruise
    Case in point - Zeke Elliott has dropped 3 wide open screen passes in today's game.
    Outlier for sure - but it clearly CAN happen.

    It happens every week in every NFL game.
    Period.
    Glad I see it on simulation mode inside Madden. I don’t play Arcade or competitive. I play simulation mode. Glad it is being kept that way.
    I am simply loving Madden 21’s gameplay. IF you have played this game since it’s inception.....you gotta know this is as good as it ever has been. The gameplay is simply addicting again. For me it was so sterile on 17,18,19 and even 20 when I compare it to 21.
    I have said it a lot.....but will say it again. It is the most simulation type gameplay I have ever had on a Madden title. Its that good.

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