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Madden NFL 21 Playbooks and AI Gameplay Updates Revealed

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Madden NFL 21

Madden NFL 21 Playbooks and AI Gameplay Updates Revealed

Our writers witnessed both positive signs and negative issues from the Madden NFL 21 beta, so reading the latest Madden NFL 21 Gridiron Notes featuring playbook and AI gameplay updates is a breath of fresh air.

Improving all elements of the run defense was a major point of emphasis, but they also evaluated and made improvements to formation alignments, pass coverage and playbooks. On offense, the team looked to improve the AI awareness in clock management, especially in end-of-half and end-of-game situations.

NFL Live Playbooks 2.0 will feature increased amounts of team playbook updates from title updates, as they evolve throughout the season. This includes updated schemes from specific coaches. On defense, the focus was to make them more unique by focusing on including the primary formations that each team uses in real life, so AI-controlled teams play to their strengths.

Many of us saw the pass coverage issues in the Madden NFL 21 beta, so it’s good to see pass coverage is still being looked at.

Another goal on the defensive side of the ball is bringing more balance to man coverage. We first made improvements to the ‘press-man’ interaction system. Defenders will use more appropriate press-man animations that scale per the matchup of the defender’s Press (PRS) rating vs. the receiver Release (RLS) rating. In Madden 20, lower-rated defenders were too successful at winning press interactions. Defenders in Madden 21 can now get faked out by certain wide receiver releases. This allows more animation content in these situations and will for more separation off the line of scrimmage vs. outmatched defensive backs. We also tuned man-coverage so that receivers with a higher Route Run rating (SRR, MRR, DRR) vs. the defender’s Man coverage rating (MCV) will have a slightly higher chance of winning on certain route cuts down field. These principles also apply to many of the match-zone coverages, such as Cover 4 Quarters/Palms vs. Trips formations.

madden-21-bears

Love the following lines, I just hope it holds true, through all of the patches.

Make sure you use a variety of defensive plays against AI opponents, or they will start making adjustments to counter; this will drastically improve the strategy in solo game sessions, such as single-player Franchise and MUT Solo’s and make it more difficult to exploit the AI by repeatedly running plays such as Double A-Gap Mid Blitz.

When facing pressure, the AI quarterbacks will play more true to their style of play. For example, a scrambling quarterback will look to run with the ball if they can find an open running lane. A pocket-passing quarterback will look to throw the ball away more when feeling under pressure or even take those 1-on-1 shots down the field to favorable matchups.

We’ve heard it before, but I definitely saw it in the beta. Lamar Jackson does not play like Tom Brady. When in the face of pressure, I saw Lamar take off running, that isn’t happening with Brady. In Madden NFL 20, you almost never saw the AI QB take off and run, so it was refreshing to see it in the beta.

There’s a lot to like in this Gridiron Notes, so make sure to read the full article here.

Madden NFL 21 launches on August 28, or 3 days earlier by pre-ordering the MVP Edition. EA SPORTS also offers Dual Entitlement, creating ways for players who purchase either an Xbox Series X or PlayStation 5 to upgrade their copy of Madden NFL 21 from prior generation Xbox One or PlayStation 4 platforms, at no additional cost.

This offer will be in place all the way through the Madden NFL 21 season, up to the release of Madden NFL 22, so players can upgrade whenever they first purchase their new console within that period. Of note, physical discs cannot currently be used to upgrade to discless consoles.

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  1. If the AI truly plays adaptive as avertise it's gonna be a game changer for those that complain (including me)about the difficulty levels being too easy/hard/unrealistic. I have to give props where it's due but let's wait untill the final build.
    There is a lot of good stuff there for the solo player if they've tuned things well of course.
    It won't really affect me that much because it's not how I play, but if the CPU is really able to make solid adjustments and decision against heavy blitzing and they don't let the User controlled player cover 2 or 3 routes anymore, I don't think that a lot of Users will know how to play defense.
    We'll see in a couple of weeks what changes they made because of the Beta feedback, because one of the problems in the Beta IMO was that the CPU QBs were sometimes getting the ball out too quickly when there wasn't pressure and the receiver wasn't wide open. This led to a lot of interceptions especially for the pocket passers.
    They also didn't really talk about adaptive AI for CPU on defense, only more varied goal line playcalling(which was need though). Since they mentioned continued support for AI gameplay post launch, maybe defense can get some more attention.
    Make sure you use a variety of defensive plays against AI opponents, or they will start making adjustments to counter; this will drastically improve the strategy in solo game sessions, such as single-player Franchise and MUT Solo’s and make it more difficult to exploit the AI by repeatedly running plays such as Double A-Gap Mid Blitz.

    This is exactly what I have been looking for.
    With the exception of trips checks for more pattern match coverage types, I honestly think Tiburon has in their work on Madden 21 addressed literally every single complaint I have about Madden 20’s on-field gameplay.
    Part of me wonders if they had moved all the AI improvements into the franchise section and branded it as a "year of focusing on improving the solo franchise experience" if they could have controlled the narrative better? It wouldn't have appeased the online franchise crowd, however, it may have split the community in a way that made the blowback less on them.
    Not condoning EA's actions just thinking out loud here.
    Everything read well and if implemented properly can completely change the offline experience. I wish I would have read that AI players now make an effort to stop the clock in late game situations like running out of bounds, throwing towards the sidelines more, etc.
    What is in the blog is good, though. Hearing that the AI has the ability to max protect or just have a back or TE chip, help in protection is nice. Knowing the AI is supposed to audible now is a good sign. These kind of AI updates are what the offline experience has been needing for well over 10 years at this point and are the types of improvements that do not seem huge, but can make the game feel dynamic and organic every time you kickoff. If opponents in franchise mode finally feel different then that's a big step for the series despite the lack of franchise features added.
    I really hope that EA continues to invest into the AI like this. It is desperately needed. A few cycles of this kind of improvement can lead to the AI behaving like a real person, audibling, adjusting, using actual football knowledge, and more. The past 10+, years we've delt with an AI that just picked plays at random with only a run pass ratio influence. We've delt with an AI that had no concept of making adjustments, audibling, etc. If these improvements are finally here and more are to come, Madden will take a step forward as a series.
    Live playbooks in theory are great, but having to select them every single game because EA can't get their game to remember our settings in the year 2020 is the absolute worst and makes them a bit useless. Let's hope that's finally fixed.
    PhillyPhanatic14
    Live playbooks in theory are great, but having to select them every single game because EA can't get their game to remember our settings in the year 2020 is the absolute worst and makes them a bit useless. Let's hope that's finally fixed.

    Did you play the beta?
    I don't know how this transforms to CFM, but in Play Now, I didn't have to look every game I played to see if Playbooks stayed on.
    Once I fired up the second game, I looked, and it was in the on mode.
    Let's hope that carries over to franchise.
    Love this & definitely saw it in the beta... they are more likely to throw to their best receiver in critical situations and/or when there’s not an obvious open receiver.

    Didn't see this at all in the beta. This must not have been in because the AI acted just like they do in Madden 20 - brainless and calling timeouts at predetermined thresholds (60 seconds left, 30 seconds left, etc.). Hopefully this actually in the final build ... For clock-management, AI-controlled teams will be smarter in handling end-of-half and end-of-game situations. The AI will better utilize the game-context to make decisions, such as current score, quarter, play clock, and remaining timeouts when deciding what to do in these critical situations.

    This sounds awesome. There was no need to switch defenses in M20 so this would add a lot of depth... AI-quarterbacks the ability to audible to pass concepts that are ideal for attacking certain defensive coverages. This logic will begin to take place after repeated defensive play calls.
    AI QB specifically targeting their “best” receiver.
    Hoping this is geared more towards favorable matchup consideration vs just by highest OVR.
    This would be the perfect opportunity to tie the Adaptive AI mechanism into individual coach AWR/Ability to make them matter.
    ***Raiders Gruden’s is notorious for failing to adapt to what teams are doing to/against him on both sides of the ball.
    Don’t just make the adaptation generic just for feature sake, attach and give it some purpose/relevance within the team management aspect, esp as it relates to being in Franchise.
    T4VERTS
    Part of me wonders if they had moved all the AI improvements into the franchise section and branded it as a "year of focusing on improving the solo franchise experience" if they could have controlled the narrative better? It wouldn't have appeased the online franchise crowd, however, it may have split the community in a way that made the blowback less on them.
    Not condoning EA's actions just thinking out loud here.

    Speaking for myself personally, I 100% consider this blog to be the real "Franchise update" blog.
    Frankly, if EA had released THIS blog before the FOTF/CFM blog, I think the lack of menu mode updates would've gone down a little more smoothly for SOME folks (though certainly not all).
    T4VERTS
    Part of me wonders if they had moved all the AI improvements into the franchise section and branded it as a "year of focusing on improving the solo franchise experience" if they could have controlled the narrative better? It wouldn't have appeased the online franchise crowd, however, it may have split the community in a way that made the blowback less on them.
    Not condoning EA's actions just thinking out loud here.

    JoshC1977
    Speaking for myself personally, I 100% consider this blog to be the real "Franchise update" blog.
    Frankly, if EA had released THIS blog before the FOTF/CFM blog, I think the lack of menu mode updates would've gone down a little more smoothly for SOME folks (though certainly not all).

    Yes, it would have ameliorated some of the ire for sure, and although these AI improvements enhance the solo Franchise experience a lot, almost everyone consideres them gameplay improvements.
    Many people would have been even more irate though, because they would see it as EA trying to pull a fast one with making it seem like Franchise got more than it did.
    We'll see what else Franchise ends up getting, but it's interesting that them playing it above board in terms of being honest about the lack of actual Franchise feature additions may result in the mode getting a lot more resources in the next couple of years than it was scheduled to have.
    jfsolo
    Yes, it would have ameliorated some of the ire for sure, and although these AI improvements enhance the solo Franchise experience a lot, almost everyone consideres them gameplay improvements.
    Many people would have been even more irate though, because they would see it as EA trying to pull a fast one with making it seem like Franchise got more than it did.

    We'll see what else Franchise ends up getting, but it's interesting that them playing it above board in terms of being honest about the lack of actual Franchise feature additions may result in the mode getting a lot more resources in the next couple of years than it was scheduled to have.

    I agree with the bold for sure. While these improvements will 100% impact franchise players, these are not franchise additions. It's similar to new abilities being added to the game. Those are roster/gameplay improvements that happen to have an impact on the franchise side of the game, but they are not franchise specific additions, so they do not belong in a franchise blog.
    Franchise additions are exclusive to franchise mode. The scenario engine being implemented was a franchise only addition. Custom draft classes were specific to franchise mode only. Those are the types of additions franchise mode should be getting annually, but we obviously saw we got nothing.
    It is fine that some people will consider these great additions to franchise mode, but that shows they potentially do not understand the frustration behind the hashtag that ended up trending and causing an EA response video. The people, like myself, who are frustrated with the slow progress of franchise mode can welcome these changes as great gameplay changes(if they work) and I can understand that this will potentially make the AI more organic which helps franchise mode feel more alive and dynamic, but I still remain frustrated that the franchise mode itself lacked any additions.
    There was no way the franchise blog we got was not going to receive a ton of backlash. Whether this blog came first or second, the backlash was going to happen and justifiably so.
    Find_the_Door
    I don't feel Dallas playbook is accurate in the first place. It didn't change at all last year either really.

    As a longtime Cowboys fan: something something Jason Garrett something something predictable something something doesn't evolve something something. :)
    jfsolo
    Yes, it would have ameliorated some of the ire for sure, and although these AI improvements enhance the solo Franchise experience a lot, almost everyone consideres them gameplay improvements.
    Many people would have been even more irate though, because they would see it as EA trying to pull a fast one with making it seem like Franchise got more than it did.
    We'll see what else Franchise ends up getting, but it's interesting that them playing it above board in terms of being honest about the lack of actual Franchise feature additions may result in the mode getting a lot more resources in the next couple of years than it was scheduled to have.

    The bolded part I agree for sure; these AI updates are 100% in the correct blog under the correct heading. Any attempt to lump them elsewhere would've been an obvious attempt at deception.
    My tinfoil hat theory: someone on the CFM team made the mode updates so bad that he/she knew the community would lash out and force what the team had been unable to do internally, push the execs to let them do something with the mode.
    Nonetheless (and back on-topic), ANY significant improvement to in-game AI has to be viewed as a holistic improvement to the overall franchise experience. The same will go to any presentation updates (if CFM-centric) and potentially to the modifications to abilities and how they are implemented. Irrespective of what they do/do not do for the CFM menu screens, I'm intrigued to see how the entire picture comes into focus.
    JoshC1977
    Speaking for myself personally, I 100% consider this blog to be the real "Franchise update" blog.
    Frankly, if EA had released THIS blog before the FOTF/CFM blog, I think the lack of menu mode updates would've gone down a little more smoothly for SOME folks (though certainly not all).

    This is a highly encouraging blog and exactly what I talked about in terms of franchise improvements. It starts with the CPU AI.
    I will wait to see what our real deal simulation minded Madden players like yourself think of the “improved” CPU AI, before I even consider a Madden purchase this cycle.
    Sent from my iPhone using Operation Sports
    JoshC1977
    The bolded part I agree for sure; these AI updates are 100% in the correct blog under the correct heading. Any attempt to lump them elsewhere would've been an obvious attempt at deception.
    My tinfoil hat theory: someone on the CFM team made the mode updates so bad that he/she knew the community would lash out and force what the team had been unable to do internally, push the execs to let them do something with the mode.

    Nonetheless (and back on-topic), ANY significant improvement to in-game AI has to be viewed as a holistic improvement to the overall franchise experience. The same will go to any presentation updates (if CFM-centric) and potentially to the modifications to abilities and how they are implemented. Irrespective of what they do/do not do for the CFM menu screens, I'm intrigued to see how the entire picture comes into focus.

    You and I are in the same Reynolds Wrap brigade on this one, lol.
    jfsolo
    You and I are in the same Reynolds Wrap brigade on this one, lol.

    Add me as a third on this. I'm generally not a conspiracy theorist but they really did almost nothing to franchise mode this year to the point of it feeling like it was a deliberate move.
    Now whose call that is doesn't matter if it finally gets franchise some much needed help.
    Datninja619
    I'll believe it when I see it.
    Adapative AI is a selling point ever year, yet the same play can be ran over and over and there's no AI adjustments.
    Sent from my SM-G986U1 using Operation Sports mobile app

    This is where I am too. I feel like I've heard adaptive AI a few times before and also better play calling, getting stars the ball more, etc.
    1st things I would like to see with clock management. No timeout automatically at the 1:01 mark and right before half the CPU snapping the ball to punt with 10 seconds left on play clock and 5 seconds on game clock (just let the clock run out).
    There are other things but these 2 stick out more than other stuff.
    This seems like a great year for me to give EA Access a whirl, to find out if the AI upgrades are substantial AND they have a positive effect on Franchise. If I don't feel like it's worth the full purchase, I'm only out 5 bucks.
    jmurphy31
    This is where I am too. I feel like I've heard adaptive AI a few times before and also better play calling, getting stars the ball more, etc.
    1st things I would like to see with clock management. No timeout automatically at the 1:01 mark and right before half the CPU snapping the ball to punt with 10 seconds left on play clock and 5 seconds on game clock (just let the clock run out).
    There are other things but these 2 stick out more than other stuff.
    I don't think we've ever had adaptive AI as a feature or point of emphasis. We had adaptive difficulty in Madden 09.
    #fixmaddenfranchise
    oneamongthefence
    I don't think we've ever had adaptive AI as a feature or point of emphasis. We had adaptive difficulty in Madden 09.
    #fixmaddenfranchise

    IMPROVED ADAPTIVE AI
    Pass plays in Madden 15 have been grouped into real-life football concepts that dictate the types of defenses each pass play should be successful against. When an AI QB decides to audible, they will audible to a play that looks to beat your current defensive call. This makes for the most challenging, adaptive AI that we have ever seen in Madden. AI QB’s audible frequency will be dictated by the player’s awareness rating, difficulty level, and the number of times the user has called the same defensive play. It's more important than ever to mix up your playcalling in Madden 15.

    https://www.easports.com/madden-nfl/news/2014/feature-details-gameplay
    bcruise
    This seems like a great year for me to give EA Access a whirl, to find out if the AI upgrades are substantial AND they have a positive effect on Franchise. If I don't feel like it's worth the full purchase, I'm only out 5 bucks.

    Cancel within 30 days you get a refund. Everyone should at the very least be trying the game for 10 hours for free.
    Potatoes002
    If I never see the CPU take a timeout with “1:01” left in the half I’ll be a happy man. We’ll see...

    Happened some in 20, some, not always.
    I just had it happen with 1:00 minute on the clock in my last franchise game.
    oneamongthefence
    I must have forgotten this ever existed. It certainly never worked if it was there.
    #fixmaddenfranchise

    https://forums.operationsports.com/forums/ncaa-football/309663-madden-10-ncaa-10-blog-adaptive-i.html
    I will say it doesn't seem to work like it should. I never felt I really noticed it much in the past outside of Madden 15. It seemed like it got tuned to the point to where it was nonexistent again.
    However, I did start seeing it in NCAA over the last couple of years. Why the last couple of years and not anytime before? In my dynasties I began implementing playbook houserules. To keep it simple, I basically had a playbook around 45 plays when I started a dynasty with a new coach or got a new job. Depending on the QB and his awareness, my playbook could be bigger at the start, but not by too much. My playbook grew as I stayed at schools, but only to around an 80 play cap, maybe 70, I don't remember the exact number. As QBs came and go my playbook varied in size to begin each season, but would typically get to or around the max limit. I had basically been at a school long enough to establish my system, but younger QBs had smaller books that they had to "learn".
    Anyways, I noticed with the smaller playbooks my games were more challenging and felt more realistic from a tendency standpoint. I saw my.own tendencies as a play caller and it seems having such a small book allowed the AI to actually adapt more consistently. They'd play defenses that matched my tendencies, but didn't feel like a cheap all-knowing computer. I could build plays off of one another.
    I've never tried a smaller playbook in Madden, but I can say for certain in NCAA when you play with a small playbook like that, the AI will adapt, at least it appears so to me.
    Hopefully in M21 the adaptive AI is much stronger and also organic and doesn't feel cheap.
    I almost always see it when the CPU has the ball, and this dates back to the 360 versions. Late-game clock management being more realistic would be a huge addition for me if it all plays out like the blog states.
    roadman
    Happened some in 20, some, not always.
    I just had it happen with 1:00 minute on the clock in my last franchise game.
    Everything pointed in this article is already in the game.. the key is they finally gave it a renewed attention and found a way to tune it...
    The QB changes are huge and very real...
    The adaptive AI stuff? been in the game forever but never executed properly... lets see if they really fixed it but i have serious doubts that its what people are thining/they are claiming...
    Potatoes002
    I almost always see it when the CPU has the ball, and this dates back to the 360 versions. Late-game clock management being more realistic would be a huge addition for me if it all plays out like the blog states.

    I agree, it used to happen all the time with the CPU, but 20, they take a timeout at the 1:01 less then previous offerings.
    I'm interested to see if it's been totally eliminated.
    Something I am curious about in regards to AI calling plays to adjust for the Human user repeatedly calling the same play: In Human v Human games will the Coaches Suggestions be influenced by repeated play calls from your opponent as maybe a side effect of the AI system?
    EDIT: The scary Gridiron notes happen in 2 weeks (July 28th) when we find out if user controlled players are going to remain tied to their ratings, and if Change of Direction is going to remain at an effective level or if EA caved to the numerous threads complaining about user controlled player speed.
    roadman
    I agree, it used to happen all the time with the CPU, but 20, they take a timeout at the 1:01 less then previous offerings.
    I'm interested to see if it's been totally eliminated.

    It'll probably be the same type of thing we see now, just at 2:41 or something like that instead. I don't quite get why they have the CPU wait til specific times to call timeouts, it should be something a bit more contextual and fluid, but then again, if there is anything I learned when I was modding 19, and now having read what they all uncovered modding 20, a lot of things are just a mess behind the scenes and it makes sense as to why things work the way they do. That's not an excuse because EA could really sharpen up and fix a lot of minor things if they dedicated a little time to it, but when you actually take a look at the logic the CPU has behind it and whatnot, it just looks like someone set up a framework without any notes and the rest of the team was left trying to figure it out and put their own touch onto things and the end result is something messy and inefficient and ends up not really achieving the goal.
    4thQtrStre5S
    Something I am curious about in regards to AI calling plays to adjust for the Human user repeatedly calling the same play: In Human v Human games will the Coaches Suggestions be influenced by repeated play calls from your opponent as maybe a side effect of the AI system?
    EDIT: The scary Gridiron notes happen in 2 weeks (July 28th) when we find out if user controlled players are going to remain tied to their ratings, and if Change of Direction is going to remain at an effective level or if EA caved to the numerous threads complaining about user controlled player speed.

    User speed definitely needs a bump. Not asking for anything crazy, but the defenders you control need to play true to their speed and COG ratings. The beta felt like user controlled defenders were purposely slowed down. Devin White and Lavonte David are 2 of the quickest LBs in the league and it felt like playing in mud when controlling them.
    canes21
    https://forums.operationsports.com/forums/ncaa-football/309663-madden-10-ncaa-10-blog-adaptive-i.html
    I will say it doesn't seem to work like it should. I never felt I really noticed it much in the past outside of Madden 15. It seemed like it got tuned to the point to where it was nonexistent again.
    However, I did start seeing it in NCAA over the last couple of years. Why the last couple of years and not anytime before? In my dynasties I began implementing playbook houserules. To keep it simple, I basically had a playbook around 45 plays when I started a dynasty with a new coach or got a new job. Depending on the QB and his awareness, my playbook could be bigger at the start, but not by too much. My playbook grew as I stayed at schools, but only to around an 80 play cap, maybe 70, I don't remember the exact number. As QBs came and go my playbook varied in size to begin each season, but would typically get to or around the max limit. I had basically been at a school long enough to establish my system, but younger QBs had smaller books that they had to "learn".
    Anyways, I noticed with the smaller playbooks my games were more challenging and felt more realistic from a tendency standpoint. I saw my.own tendencies as a play caller and it seems having such a small book allowed the AI to actually adapt more consistently. They'd play defenses that matched my tendencies, but didn't feel like a cheap all-knowing computer. I could build plays off of one another.
    I've never tried a smaller playbook in Madden, but I can say for certain in NCAA when you play with a small playbook like that, the AI will adapt, at least it appears so to me.
    Hopefully in M21 the adaptive AI is much stronger and also organic and doesn't feel cheap.
    If you've ever played Mutant Football League, the intelligence rating dictates how much of the playbook is available to qbs. As it pertains to franchise just go the head coach route and make playbook mastery a stat that could be built up.
    #fixmaddenfranchise
    oneamongthefence
    If you've ever played Mutant Football League, the intelligence rating dictates how much of the playbook is available to qbs. As it pertains to franchise just go the head coach route and make playbook mastery a stat that could be built up.
    #fixmaddenfranchise

    Never played Mutant, but always heard nothing but good things about it. Head Coach is actually an inspiration behind my house rule. Still the best franchise mode of any football game to date, imo.
    You can't use the cover athlete to show that QB behavior has changed...especially Lamar Jackson!
    Let me see what Sam Darnold, Carson Wentz, Matthew Stafford, etc does when under pressure...
    C
    The AI was still bad in the beta so i am supposed to believe they fixed that for the release when this has been a problem for over 10 years? Lol im not buying it.
    Hshaw810
    The AI was still bad in the beta so i am supposed to believe they fixed that for the release when this has been a problem for over 10 years? Lol im not buying it.

    I have the same exact apprehensions as well. Hence a wait and see. A big wait and see actually.
    They patch the game too much as well. I am not one who does not like patches. In fact when does right....it is a gift. In the old pre internet days you were stuck with any gamebreakinig bugs for the entire cycle.
    But there is too much pandering and trying to please with constant gameplay updates that introduce problems, and break what already works, to changing gameplay etc. Something Madden has been notorious for. I found the last 2 games played far better....after the Super Bowl IRL.
    It’s crazy.....but true.
    But....I agree with your sentiment. Show me.....don’t tell me. When it comes to improved AI.
    roadman
    Happened some in 20, some, not always.
    I just had it happen with 1:00 minute on the clock in my last franchise game.

    I'm on my umpteenth game in Beta, as I've just been restarting the same game over and over. I am seeing adaptive AI, and am seeing much better clock management. Been playing as Falcons and Mahommes is a quick trigger and gets out of the pocket/takes off a lot.
    Not seeing gang tackling almost at all.
    Going to start playing more as the Chiefs to see how Ryan handles pressure consistently.
    l8knight1
    I'm on my umpteenth game in Beta, as I've just been restarting the same game over and over. I am seeing adaptive AI, and am seeing much better clock management. Been playing as Falcons and Mahommes is a quick trigger and gets out of the pocket/takes off a lot.
    Not seeing gang tackling almost at all.
    Going to start playing more as the Chiefs to see how Ryan handles pressure consistently.

    Not seeing gang tackling....don’t like that!
    l8knight1
    I'm on my umpteenth game in Beta, as I've just been restarting the same game over and over. I am seeing adaptive AI, and am seeing much better clock management. Been playing as Falcons and Mahommes is a quick trigger and gets out of the pocket/takes off a lot.
    Not seeing gang tackling almost at all.
    Going to start playing more as the Chiefs to see how Ryan handles pressure consistently.

    Hello sir. Does the beta allow you to play as any team or you are locked into just 2 teams? Looking for how the CPU QBs function this year...and not the elite guys but more the second tier guys...are they still brain dead and take sacks galore?
    C
    l8knight1
    I'm on my umpteenth game in Beta, as I've just been restarting the same game over and over. I am seeing adaptive AI, and am seeing much better clock management. Been playing as Falcons and Mahommes is a quick trigger and gets out of the pocket/takes off a lot.
    Not seeing gang tackling almost at all.
    Going to start playing more as the Chiefs to see how Ryan handles pressure consistently.

    I lowered tacking down to 45 and it seemed to get more tacklers involved. Way to stagnant at 50 & to many 1 on 1's in the open field.
    capa
    Hello sir. Does the beta allow you to play as any team or you are locked into just 2 teams? Looking for how the CPU QBs function this year...and not the elite guys but more the second tier guys...are they still brain dead and take sacks galore?
    C

    In the Beta you were only able to play as 4 teams, so unfortunately you weren't able to test any 2nd tier qb's.
    I'm limited to only two teams at the moment. If I leave the play now I'm in the beta is over. Same if I restart PS4 or switch to another title.
    I will mess with tackling sliders. I see more than one tackler involved, but it is like they take turns with their collision and then abandon or avoid tackle when cpu decides on who the tackler will be. There are canned animations with more than one tackler, but I want to see people latch on jump on or take a second shot or cut at the player being brought down, as we have mostly become accustomed to. They told us that they changed tackling in terms of impact, conservative tackles, and less 'missle' types.
    What I am seeing/guessing is that this is a process that looks to open up the game's running lanes, for better or for worse. They have to work on this process in terms of ratings, like the glimpses we are seeing with WR vs CBs.
    Other stuff: There's been more opportunity for RAC and broken tackles on offense, and I em enjoying trying DL moves and have had success in disrupting the pocket and getting sacks. Open field blocking is better with, of course, exceptions. Better feel when leaving the pocket with Ryan last night, in that they had me all covered up and I could get moving more quickly and transition to the scramble more smoothly. Scrambled up the middle and dove Ryan at the goal line and he reached ball first between two lb's. Would have been perfect if they didn't tack on a tackle animation to it.
    What happened to the Madden difficulty that would adjust to your skill level? They should fine tune that and bring that back. I am usually able to find a good set of gameplay sliders that make sense but I would rather it be integrated into Madden.  Also could Madden PRETTY PLEASE do Real Sim stats like 2K. So like 70 rushing yards in a 8 minute quarter game would extrapolate to like 130 yards. I don't want to play long quarters just to have realistic stats. 
    Not sure if this has been posted before, but in regards to CPU AI, how is the defense supposedly reacting to plays with choice routes in them? If I run Go out of the RNS three times in a row, how does the CPU react to that? Those routes are all based on the defense already. If the defense is reacting to the offense, but the offense is reacting to the defense...::shrug::
    The whole point of those routes is to be unpredictable. If the defense is supposed to "react" to running the same play(s) over and over, how is Madden dealing with those types of routes?
    I didn't play the beta, but I would have to see how these changes are actually implemented and how they affect gameplay.
    Just saying "tuned" this, or "changed that" doesn't sway me at all... Especially after spending a bit of time modding gameplay on PC, I could easily write the same dev notes even though my changes didn't impact gameplay too much.
    Capa wanted some QB feedback.
    Labbed some more with my never ending beta. As far as QB CPU play, Matt Ryan torched me, never flaked out in pocket, got rid of the ball quickly and with accuracy. Matt Schaub was awful with accuracy and threw a pick. He never did that weird hesitate/slide/hold the ball too long in that pocket, but I've seen that a few times in other games, albeit better than 20. Inserted Chad Henne as Chiefs/CPU qb, and he was starter quality with too high a completion percentage.
    As far as AI adjusting, I played as Mahommes, ran several of the same plays over and over, and after two or so tries on the same play, blitzing lb's and corners closed running holes and repeating pass plays produced more pass defenders covering those routes. I personally am seeing better safety play.
    The more I play the more things I like. Missed throws are more organic, RAC is just better, so dbs playing ball is more risky. Speed of the game is usually a complaint of mine, but the speed they are at really lets the speedy players shine. Pitch out runs are harder. Holes and blockers are available, but you have to make the right choices as a runner, and have patience. Momentum/inertia just better, nice to see TE catch and run vs LB and then TE gets stood up with feet still moving, not just dropped on the spot. More to come, or if anyone has stuff they want to know gameplay-wise I will certainly do my best.
    P.S. For some reason I chose Rams new stadium for my Groundhog Day beta experience. Wish I chose a grass field, and I already miss LA Coliseum.
    l8knight1
    P.S. For some reason I chose Rams new stadium for my Groundhog Day beta experience. Wish I chose a grass field, and I already miss LA Coliseum.

    When you consider the classic stadium offerings in games like MLB The Show, it's odd that Madden doesn't bother keeping stadiums in the game once they're vacated in real-life. This encompasses not keeping Candlestick in after M25, Qualcomm after M17, and the two Coliseums (Oakland and LA) after M20. If corporate sponsorship names are an issue, just call them "Old San Diego" or something, which is what MLBTS does. For instance, they kept Turner Field in the game as "Old Atlanta" after they departed for Truist Park in 2017.
    ripcandlestickpark
    When you consider the classic stadium offerings in games like MLB The Show, it's odd that Madden doesn't bother keeping stadiums in the game once they're vacated in real-life. This encompasses not keeping Candlestick in after M25, Qualcomm after M17, and the two Coliseums (Oakland and LA) after M20. If corporate sponsorship names are an issue, just call them "Old San Diego" or something, which is what MLBTS does. For instance, they kept Turner Field in the game as "Old Atlanta" after they departed for Truist Park in 2017.

    EXACTLY. They even had a Cotton Bowl like stadium for Dallas, and others, in M2004 in addition to current ones.
    Can we get Mass Substitutions - 2nd string offence and defense like in NCAA Football 14. If I'm winning big, I hate having to grind through subbing or sticking to key player subs.
    simcity24
    What happened to the Madden difficulty that would adjust to your skill level? They should fine tune that and bring that back. I am usually able to find a good set of gameplay sliders that make sense but I would rather it be integrated into Madden.* Also could Madden PRETTY PLEASE do Real Sim stats like 2K. So like 70 rushing yards in a 8 minute quarter game would extrapolate to like 130 yards. I don't want to play long quarters just to have realistic stats.*
    I believe I read that the next gen consoles will use NFL next gen stats for players ratings upgrade or something to that effect. I would like the cpu to log your your tendencies and compete vs users . Even if it's a user league the CPU games should still use your tendencies for coach suggestions
    Sent from my Pixel 3 XL using Tapatalk
    l8knight1
    EXACTLY. They even had a Cotton Bowl like stadium for Dallas, and others, in M2004 in addition to current ones.

    Yeah! EA already has some of the old stadium models,such as the Cotton Bowl Stadium, due to them appearing in EAs NCAA Football series. All they'd have to do is maybe update them a little and insert them in the Madden games.

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