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More Details on Madden NFL 20 Superstar X-Factors, Signature Animations, Gang Sacks, Game Speeds Removed & Much More

Madden NFL 20

More Details on Madden NFL 20 Superstar X-Factors, Signature Animations, Gang Sacks, Game Speeds Removed & Much More

EA has released a new Madden NFL 20 blog, covering Superstar X-Factors, from Senior Gameplay Designer, Clint Oldenburg. The new feature that makes NFL stars feel like stars, separating elite players from the rest of the players in the league.

Madden NFL 20 will have 50 elite players, featured as X-Factors, that will evolve throughout the NFL season, based off of real-life performances. These are the players that raise their game when it matters most, especially when they are in The Zone.

Each of the 50 players will have a loadout of powerful abilities, including one Zone ability that can be unlocked during gameplay by completing an in-game objective tailored to that player. When the objective is achieved, they will enter the “zone” and have access to use their special ability until their opponent knocks them out of the zone with an objective of their own. These players also have several Superstar abilities equipped which will be active at all times during gameplay to truly emphasize their unique skill sets and make them powerful and hard to stop, just like their real-life counterparts.

For both the Zone abilities and Superstar abilities, what sets them apart is that they are NOT ratings boosts or modifications. These are behaviors, characteristics, and situational outcomes, aspects of football, and it will be very clear to our players what impact they are having on the game by complimenting the player ratings, not modifying them.

Madden NFL 20 also has a group of additional players called Superstars. These players will be equipped with Superstar abilities just like the X-Factors, but they will NOT have a special Zone ability to unlock.

Here’s a look at Patriots WR Julian Edelman’s Superstar ability.

Julian Edelman – WR, Patriots

Superstar Ability

  • Slot-O-Matic – Excels at route running and contested catches when running routes from a Slot receiver position

Here are a few more examples of Superstar abilities:

  • Pass Lead Elite – Extended precision passing on all throws except for High and Low throw
  • Pocket Deadeye – Perfect passing accuracy when passing with the QB’s feet set from inside the pocket
  • Match-Up Nightmare – Gets open and wins contested catches when covered by a single linebacker or defensive lineman
  • Edge Rush Elite – Frequently uses dominant pass-rush moves when rushing from a defensive edge position

Counters are also available to stop these abilities, so it’s not one-sided.

Superstar X-Factors will be used in Franchise mode and Ultimate Team.

Madden NFL 20 will feature signature and custom animations, as well as presentation for Superstar X-Factors. This includes throwing and passing animations, as well as first down and sack celebrations.

 

The team also tuned velocity and trajectory for all throw types and reworked the pump-fake mechanics. They also added signature running styles for Cam Newton, Julian Edelman, Alvin Kamara, and Richard Sherman, with hopes to expand on that in the future.

Below are some additional notes from the blog that should peak your interest. Make sure to read the entire blog here.

Streamlined Pre-Play, Post-Play, and No Huddle Experiences

We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.

Pass Rush

In today’s NFL, the pass rush has changed how the game is being played and is the direct counter to deep routes and great quarterback play. We are bringing a more balanced and powerful pass rush to our game globally to limit the amount of time allowed in the pocket, and it will be even more intense when playing against Superstar pass rushers. This is a significant creative change to the balance of the game and on average, this will force the offense to get the ball out quicker on passing plays without consistently having the time to wait for the second and third passing windows to open up.

In-Game Feedback System

The in-game feedback was streamlined to be more cohesive and informative, especially around notifications for X-Factor Abilities and user mechanics.

Re-Factor of Under Pressure QB Penalties

Putting pressure on the QB will be more impactful in Madden NFL 20, especially based on the ratings and Superstar abilities of the pass rusher and QB. You’ll see great pass rushers have a greater impact on QB passing accuracy when applying pressure, and you’ll see QBs who are great at throwing under pressure be more accurate. All of this information will be surfaced to the player via detailed in-game passing feedback text.

Gang Sacks

Multiple defenders can now seamlessly add onto tackle animations when sacking the QB.

Rushed Get-Up Animations

If players get knocked to the ground while the play is still live, they will now hurry to get up off the field and be more aware of the game situation.

Limits Placed on Lurking LBs

In addition to the throw-trajectory tuning mentioned previously, we have also made some changes with jumping interceptions over the middle vs. passing plays. Primarily, only defensive backs will be able to execute the athletic, jumping INTs in Madden NFL 20, while linebackers and defensive linemen will not be able to make acrobatic catches over the middle. If a user tries to intercept a pass with a one of these bigger defenders that he can’t reach, the player will trigger a catch animation, but he won’t reach the ball. However, we have picked out the best “ball-in-air” LBs and equipped them with a Superstar ability to allow them to get up in the air and make spectacular catches when applicable.

Animation Polish on Blocking, Catching, and Tackling

We’ve put a significant amount of work in towards improving the transitions into and out of interactions, with a focus on making them more seamless, while also making the mechanics more responsive and user-friendly.

Streamlined Pre-Play, Post-Play, and No Huddle Experiences

We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.

More Quality Tweaks

We removed Auto-Strafe from the game completely, both the functionality and the setting.

We removed different Game Speeds from the game, mainly due to the amount of very specific bugs it caused for our animation systems.

Ball Hawk is now defaulted to ON for all skill levels. While it can still be toggled off via settings, having it off can lead to a number of frustration points for our users, so we decided it was not a good default option.

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  1. Overall,this feature sounds a lot cooler than I expected and fun for both casuals and sim guys. Obviously while it may not sound entirely sim to have the zone abilities unlocked by achieving probably stat objectives... just think of when a guy gets on a roll and how it can allow him to elevate his game. I always think of when Antonio Brown starts being fed the ball and suddenly he starts toe tapping, making catches against his helmet, and running insanely tight routes.
    Not perfect. But a start to making players feel unique. I'll take it.
    Sent from my XT1650 using Operation Sports mobile app
    A few pretty important points from the very end of the blog:
    Auto-Strafe - gone.
    One game speed - others were removed due to the animation bugs caused. (I know this is a BIG one amongst this community)
    Ball Hawk is defaulted to on, but can still be toggled off.
    jpdavis82

    Sent from my iPhone using Tapatalk

    So basically what I been saying since Madden 11 and NCAA 11, the lower the throw power for QBs, the better the throwing was in their football games. So instead of just giving everybody a lower throw power rating, they just globally lowered the curve. So a 99 THP in Madden 20 would be like a 85 THP in every other Madden/NCAA game ever created.
    The pass animations and trajectories sound nice. I can't wait to see the unique running animations of Cam, Richard Sherman and the others. I'm not too sure about the different game speeds being removed. The slow setting felt better to me. Then again, it also had that weird split second delay when running the ball.
    Sent from my SM-G950U using Operation Sports mobile app
    SolidSquid
    no more athletic jumping ints for LBs isnt the solution i was looking for. there are LBs like Wagner, Keuchly, Lavonte David who are uber athletic

    Read the whole thing
    Sent from my iPhone using Tapatalk
    So, I expected the traits to be more intangible-related that delivered things the current ratings couldn't. Some of them are like that in a way, but things like this,

    • Match-Up Nightmare – Gets open and wins contested catches when covered by a single linebacker or defensive lineman
    • Edge Rush Elite – Frequently uses dominant pass-rush moves when rushing from a defensive edge position

    should not need a trait/ability to make happen, should they? If the players were rated properly and the ratings played out appropriately then this would happen naturally. Seems almost like an admission by EA that their ratings do not deliver enough and they must create artificial boosts to make players standout since the way they have the ratings set up doesn't allow it.
    Don't get me wrong, I am a fan of making players play different and bring their own qualities and quirks to the roster, but I do find it a little funny they must add traits that simply make a player behave like the ratings should. I also don't know how to feel about the traits like completing a few passes allows your QB to throw it 80 yards all of a sudden. That and the Tom Brady trait that makes his OL keep their blocks longer are things I find gamey and not what I think of when I think of making the players play more unique and true to life. As good as a QB Tom Brady is, he doesn't have the magical ability to make his OL better than they are in the way Madden is making it.
    SolidSquid
    no more athletic jumping ints for LBs isnt the solution i was looking for. there are LBs like Wagner, Keuchly, Lavonte David who are uber athletic

    "However, we have picked out the best “ball-in-air” LBs and equipped them with a Superstar ability to allow them to get up in the air and make spectacular catches when applicable."
    I like how Clint added in a lot of gameplay info that didn't necessarily have anything to do with the Superstar abilities.
    Changes to the passing trajectories is obviously a good thing- It is going to take me a minute to get use to not using double tap on medium passes though.
    The changes to pass rushing has me really fired up. Without slider work Madden has always allowed to much time in the pocket(unless players were using nanos or other exploits)
    Nerfing the Lurking Linebackers-It doesn't really affect me, but it's good for H2H play.
    The animation polish stuff is potentially huge too-Lessening the typical Madden jank will make everyone happy.
    A lot of people are going to be pissed about different game speeds being gone. They probably didn't want to add all of the testing time that would be needed to get the animations correct for the other speeds. I liked playing on fast myself, but like the people who like the slower speeds, we'll all just have adjust.
    I personally think that ball hawk should be out of the game instead of being on by default, but since I can turn if off and don't play H2H, I'm not going to worry about. it.
    I also wonder if the clock accelerating on its own now is still turned off in the final 2 minutes of each half? I never understood why that was a thing in the first place, but I'd imagine it will be like the regular accelerated clock is now and be turned off in the final 2 minutes with no way for the user to change that which is unfortunate.
    Wow. One of the best blogs I’ve ever seen out of madden. Lol
    As usual, everything is a wait and see, but, seriously, wow.
    I know qb animations has been huge on this forum. The 3 players they showed looked good. Again, we’re not seeing the final product and whether they’re triggered properly, but the animations looked true to Rogers and Brees.
    It’ll be interesting to see how well pump fakes work. I’m a strictly offline vs cpu player, so not concerned with h2h, but curious how well this will work. Also, minority concerned with double tap no longer being a ‘touch pass.’ I actually used that quite a bit. But, I’ll adjust to press and hold. I’m ok with that.
    I really hope they have some play action stuff. Matt Ryan has an excellent play action ability, and I could see him having a superstar ability for that. It would be cool to see more fake outs on the D than are currently available in madden. Play action is almost nonexistent.
    I like auto strafe being removed as well. I always turned that off and like controlling the strafe. But, even with it tuned off, my players would still strafe when I wasn’t telling them to.
    All of the ‘polish’ elements sound great. Even the little things like altering the replay times. This has been long overdue. U can always press the A button to pass through it, but they really just needed to tone it down a little. Sounds like better player reactions, or players getting up quickly when going to ground. Again, sounds like a small thing, but it can really make an overall difference in the look and feel of the game.
    I have to admit, I thought this might be the year I really waited a few months to get the game while I continued to play 19. I actually am still enjoying 19 (I could complain about a lot of it, but I’m still enjoying it as well, lol), and with the last few years of constant patching, I thought I’d wait. But, I’m actually really curious to see the superstar abilities in action. And, honestly, after this blog, alone, am really curious to see if the animations are really cleaned up or not.
    Clint also mentioned on the stream that they’re really trying to account for size and weight for momentum involved in tackling. He mentioned a superstar ability, the ‘enforcer,’ where this player would be a big hitter regardless of size. I think of a Brian dawkins player for that. That guy could hit anyone regardless of size difference. And, Clint mentioned further tweaking to big hit tackles, in general.
    For all of these things, will have to play to see, for sure. I have ea access, so I always get the 10 hour trial. I’m looking forward to seeing just how polished the game is OOTB, and how some of these new features look in the game, and just overall gameplay.
    Sent from my iPhone using Tapatalk
    canes21
    So, I expected the traits to be more intangible-related that delivered things the current ratings couldn't. Some of them are like that in a way, but things like this,

    • Match-Up Nightmare – Gets open and wins contested catches when covered by a single linebacker or defensive lineman
    • Edge Rush Elite – Frequently uses dominant pass-rush moves when rushing from a defensive edge position

    should not need a trait/ability to make happen, should they? If the players were rated properly and the ratings played out appropriately then this would happen naturally. Seems almost like an admission by EA that their ratings do not deliver enough and they must create artificial boosts to make players standout since the way they have the ratings set up doesn't allow it.
    Don't get me wrong, I am a fan of making players play different and bring their own qualities and quirks to the roster, but I do find it a little funny they must add traits that simply make a player behave like the ratings should. I also don't know how to feel about the traits like completing a few passes allows your QB to throw it 80 yards all of a sudden. That and the Tom Brady trait that makes his OL keep their blocks longer are things I find gamey and not what I think of when I think of making the players play more unique and true to life. As good as a QB Tom Brady is, he doesn't have the magical ability to make his OL better than they are in the way Madden is making it.

    I agree.
    Some of the abilites should be covered by ratings. I can see some users taking advantage of Match up ability. I can some audibling to a different set and getting that matchup against that LB.
    Gotmadskillzson
    So basically what I been saying since Madden 11 and NCAA 11, the lower the throw power for QBs, the better the throwing was in their football games. So instead of just giving everybody a lower throw power rating, they just globally lowered the curve. So a 99 THP in Madden 20 would be like a 85 THP in every other Madden/NCAA game ever created.

    Spot on!!!!!!!
    Really don't like the sound of X Factor Abilities at all, tbh. I don't want to have to turn a game into an arcade-esque stat padding session just to unlock an extra special super dooper move. Nor should I really have to; I understand and appreciate the supposed desire to make Elite Players stand out but regular ratings should be able to make that happen. If Patrick Mahomes being the only QB in the league with a Throw on the Run rating of 99 while the next highest QB has a rating of say 92 that should negate the need for things like a Dead Eye ability or what have. Same for Edleman's route running. Elite players should be rated that way and their ratings should dictate they play that way (for the most part, human error should be part of the game).
    I also can't help but laugh at the inclusion of these 'new' abilities when this is something we had in Madden a decade ago. Same old, Madden, remove features one year and re-introduce them several years down the line as a new blurb on the box with a different name. Also disdain that they've removed different gameplay speeds, their whole reasoning for creating them was to be able to cater to different gaming crowds so hearing that they're gone only a year or two after their introduction is unpleasant.
    Some of the information is good - I like the trajectory stuff, the animation news is good and the Pass Rushing stuff has me very intrigued but I can't help but feel let down when their main selling point is so... counter intuitive to what you would think they would be aiming for with these other additions.
    illwill10
    I agree.
    Some of the abilites should be covered by ratings. I can see some users taking advantage of Match up ability. I can some audibling to a different set and getting that matchup against that LB.

    This happens in real life all the time though. It should be be very risky to try and play base against 3 or 4 receiver sets or trying to cover a good pass catching back with an LB or DL in zone coverage.
    Also it was said in the stream instead of the blog, but more tuning down(my interpretation) of the hit stick is great because so many people use it to tackle on 100% of the plays. That shouldn't really be a viable strategy.
    It's also funny that in the blog Clint says that Superstar Abilities are NOT ratings boosts or modifications, but of course a certain percentage of people simply don't believe him. It is what it is.
    EA has my attention. This was much more than I expected since I thought it was going to completely revolve around the new superstar abilities.
    In the past they’d talk about legacy issues but it always left me guessing what these actual fixes were. In this blog they pointed out ball trajectory and lurking linebackers. Those problems are up there with the old suction block and rocket catches from back in the day. To me these are the legacy issues I like to hear about.
    I have my concerns about balancing but I’m looking forward to some actual gameplay. I’m definitely not buying into anything until people have hands on with the game but things are promising.
    Bringing back features from over a decade ago... what was it, madden 08 i believe that we had similar special player "abilities".
    jfsolo
    It's also funny that in the blog Clint says that Superstar Abilities are NOT ratings boosts or modifications, but of course a certain percentage of people simply don't believe him. It is what it is.

    The reason they don't believe him is because, well, what else could it be? How does a computer controlled player perform better in certain situations otherwise? somewhere, in the math and basic code that runs that player, something gets better. Maybe it's not a "boost to an attribute", but it's an increase somewhere. Maybe a percentage increase, maybe a modifier increase, maybe something else.. but at the end of the day, it's a boost in the math somewhere. The concern there is likely that him saying that makes no sense unless he plans on explaining how they are achieving these extra abilities without boosting the math somewhere..
    I liked what I heard about some Game play fixes. My favorite was Pressure/Pass Rush. That could be big for gameplay if Pressure has a bigger affect on passing. That a long with Line Interaction improvements, would be the step in the right direction. I wonder if there will be OL abilities.
    I don't really care for "perfect accuracy" on some of those abilities. I get there are counter/limitations and pressure will have an affect. But I don't like the idea of perfect passing. I'm just glad theres not a high percentage of players who are deemed superstars and only a select few will have certain abilities.
    I wonder how it applies to CPU players. Are they aware they have that ability? I guess if they still have Traits, that will decide if they will use the ability.
    JayD
    My only question is can you turn off X factor in simulation?

    I think there have been some questions regarding the ability to ‘turn off’ the x-factor ‘stuff’ based on something Clint said, I believe. While there hasn’t been a definitive ‘yes/no’ on this question, I believe what Clint meant by ‘turning off’ x-factor or zone abilities was simply using the ‘counter’ to it in game. I don’t see this as a toggle switch in settings. I think Clint or maybe another developer just happened to phrase it that way. Like, he was describing Tom Brady getting in the zone and being super accurate in the 4th qtr, but if he got sacked, that would ‘turn off’ his zone ability.
    I understand people being worried about EA’s implementation of these ‘abilities,’ but I really don’t think any are going to be overpowering from what we’ve seen so far. And, legit, in the tom Brady example, that actually makes sense. If he’s in the zone, u should send pressure. There’s risk/reward there, of course. But, if u get that sack, now he’s out of rhythm. And, again, I don’t think anything they’ve mentioned will be out of control. And, I can see the simple chess match of these things playing out.
    Let me say again that I understand worry from ea madden, I’ve been skeptical for years and will probably always be somewhat skeptical. But, at the same time, most people on this forum have been wanting to see differentiation of players in madden, specifically superstar differentiation. This is their first attempt at it beyond ratings, so I’m willing to see how it goes.
    But, again, I really don’t think there’s going to be a toggle in the settings for ‘x-factor abilities’ or something. You have to ‘turn them off’ by playing the counter against them.
    And, also, from what they’ve said, the zone abilities, specifically, aren’t going to trigger quickly. There’s going to be some build up to that. And, the more I think about it, the more this actually sounds somewhat realistic. When a qb hits 5-6 big plays in a row, let’s say, he really is ‘in the zone’ and depending on the player, he might get a little more jacked and absolutely bomb he ball (like the bazooka for Mahomes), or he might really amp up his accuracy like Brady. So, idk, time will tell for sure, but I’m intrigued to see how these play out. And, I wouldn’t get your hopes up about toggling it off.
    Sent from my iPhone using Tapatalk
    Love what I saw on twitch and read. So to be successful you have to call plays like the team you are playing with. On the twitch stream they used Lamar Jackson as an example. I am optimistic that this will really add a fresh feel to playing as different teams.
    My question is...
    Will the CPU play differently? Will Lamar scramble etc? Sounds like it. Hoping that is the case.
    lions2k9
    Can we “pump up” the crowd this year?? Lol

    Lol. Maybe, the devs are setting up the marketing team. They purposely took a mostly cosmetic feature from the game. Then, a few years later, they tell the marketing team they’re adding a ‘pump the crowd’ mechanic to the game and they can slap that on the back of the box as a new feature. That type of add-on takes a week, maybe. So, the rest of the time is spent on fixing the legacy gameplay issues. Lol.
    Sent from my iPhone using Tapatalk
    TheDominator273
    The Madden devs continue to be out of touch with what the community wants. Unless I'm wowed in the EA Access trial there's no way I'm spending money on this year's game

    But... The devs don't decide what goes into the game. It's like saying a construction worker didn't build a home the way you wanted it. He just builds what he is told.
    SpectreBugg
    Bringing back features from over a decade ago... what was it, madden 08 i believe that we had similar special player "abilities". ..

    I thought the "Weapons" feature was just a user interface that showed which players had ratings above 90 in that field? As far as I know it had no impact on the actual gameplay. Correct me if I'm wrong.
    SpectreBugg
    Bringing back features from over a decade ago... what was it, madden 08 i believe that we had similar special player "abilities".
    The reason they don't believe him is because, well, what else could it be? How does a computer controlled player perform better in certain situations otherwise? somewhere, in the math and basic code that runs that player, something gets better. Maybe it's not a "boost to an attribute", but it's an increase somewhere. Maybe a percentage increase, maybe a modifier increase, maybe something else.. but at the end of the day, it's a boost in the math somewhere. The concern there is likely that him saying that makes no sense unless he plans on explaining how they are achieving these extra abilities without boosting the math somewhere..

    Already answered on Twitter:
    Serious and not asking to be a jerk. Madden 08 had the weapons type thing how is this different? In 08 that system really didn't really seem to affect things. I'd be stoked if this system does what 08 didn't do.
    Great question here! What sets Superstar abilities apart is they are NOT ratings mods. They are binary, black-&-white, player skills & behaviors. You’ll know exactly what they’re doing.
    50+ ratings and 24 player traits, but the only way they can differentiate the players is with this arcade nonsense? And on top of that, there's just one game speed too? Wow.
    Meanwhile, we STILL don't have features that were in older games (madden, ncaa14, HC09) on less powerful systems, or the CUSTOMIZATION that NBA2k has had for years. The list of things they could work on that would truly matter to a robust franchise mode and we get this. SMH.
    The X factors sound completely cheesy:
    Slot-O-Matic – Excels at route running and contested catches when running routes from a Slot receiver position
    That should be Julian Edelman’s ratings doing that.
    I like the adjusted trajectories and cleaning up the animations. Gang tackles on sacks.
    Not sure on removing the 3 game speeds. 2k had it in 2k8. Over a decade later, Maddens programming should be able to handle it.
    Overall they moved a few things in the right direction but the big addition sounds incredibly cheesy. I’ll almost certainly be passing on madden again.
    Regardless of what happens, I buy Madden every year.
    However, I'm not sure I'm a fan of this XFactor stuff. People bring it up the Tom Brady example.
    But the GOAT doesn't hit his zone because he completed three straight passes. I highly doubt he's thinking, "Man, if I get the ball to Edelman on two straight routes, while rolling to the right, my arms gonna get stronger and I'll be able to fit it into tighter windows."
    Sure the greats like Rodgers, Ray Lewis, Brady look like they're in the zone. But the XFactor thing EA Sports is describing here is more of a result of being in "the zone" rather than causing the occurrence of "the zone"
    The occurrence of a superstar hitting their zones is a matter of a set of intangibles that allow them to hit peak performance. Things like:
    Work Ethic
    Competitive Edge
    Play IQ
    Motor
    Persistence
    Composure
    The list goes on.
    I don't know. Maybe I'm crazy. I think the EA Sports guys should look at past scouting reports about superstars and see what is being said about them as far as intangibles go.
    Each of these intangibles shouldn't be a guarantee of ratings enhancements, which is what sounds like the XFactor will be. Rather it should be a factor in a likelihood of an enhancement occurring, whether it be Work Ethic allowing for speedier development or Composure allowing a QB to make crisp throws in otherwise meltdown situations
    roadman
    Darn, I missed this evening blog and twitch stream.
    Did boss battles enter the discussion on the blog or stream again?

    I don’t remember anything about it in the stream, idk about the blog.
    Sent from my iPhone using Tapatalk
    jpdavis82
    I don’t remember anything about it in the stream, idk about the blog.
    Sent from my iPhone using Tapatalk

    Thanks, just curious, keep on seeing arcade get thrown around, and the only "arcade" term I noticed was Slot O Matic, but that could easily read Strat O Matic.
    It's like people said on Twitter about Boss Battles last week, don't read into the title(marketing term), read the meaning behind it.
    roadman
    I think this is going to be where the confusion comes in for a lot of people.
    XFactor is not a ratings enhancement.
    Clint answered this on Twitter this evening:
    Serious and not asking to be a jerk. Madden 08 had the weapons type thing how is this different? In 08 that system really didn't really seem to affect things. I'd be stoked if this system does what 08 didn't do.
    Great question here! What sets Superstar abilities apart is they are NOT ratings mods. They are binary, black-&-white, player skills & behaviors. You’ll know exactly what they’re doing.

    Doesn't matter Road, folk have their mindset set in stone as it pertains to Madden.
    Folk will rename terms/mechanisms/functionality for their purpose and run with it.
    "NOT ratings mods"
    "Player Skills and Behaviors"
    BiggestKJ
    Regardless of what happens, I buy Madden every year.
    However, I'm not sure I'm a fan of this XFactor stuff. People bring it up the Tom Brady example.
    But the GOAT doesn't hit his zone because he completed three straight passes. I highly doubt he's thinking, "Man, if I get the ball to Edelman on two straight routes, while rolling to the right, my arms gonna get stronger and I'll be able to fit it into tighter windows."
    Sure the greats like Rodgers, Ray Lewis, Brady look like they're in the zone. But the XFactor thing EA Sports is describing here is more of a result of being in "the zone" rather than causing the occurrence of "the zone"
    The occurrence of a superstar hitting their zones is a matter of a set of intangibles that allow them to hit peak performance. Things like:
    Work Ethic
    Competitive Edge
    Play IQ
    Motor
    Persistence
    Composure
    The list goes on.
    I don't know. Maybe I'm crazy. I think the EA Sports guys should look at past scouting reports about superstars and see what is being said about them as far as intangibles go.
    Each of these intangibles shouldn't be a guarantee of ratings enhancements, which is what sounds like the XFactor will be. Rather it should be a factor in a likelihood of an enhancement occurring, whether it be Work Ethic allowing for speedier development or Composure allowing a QB to make crisp throws in otherwise meltdown situations

    Not completely defending what they’re trying to build here. But, it’s realistic enough. Meaning, seriously, in a game, as a QB, when u hit several passes in a row, u simply ‘feel in rhythm.’ Same thing for a 3 point shooter in b-ball. U hit 2-3 threes in a row, and you’re ‘on fire.’ Then, suddenly, u brick one and it’s gone. No more ‘zone.’
    What you’re suggesting makes enough sense, although would be much more complex and difficult to insert into a video game. If they only based these items on ratings, Brady would simply throw for 100% all the time. It would be hard to define ‘when’ he hits the zone. I know it sounds very ‘arcady’ on the surface, but sometimes in vid games, even when striving for a realistic outcome, u have to throw in some things like this. And, also understand, from what they’re saying, these ‘zones’ should not be triggered every game or all the time. Now, that remains to be seen, lol.
    But, let’s say u play a season with Brady and u hit the zone 8 times for the season, half your games, and the other half, u don’t. U just play good football. U could still go undefeated or lose those games, honestly. I don’t think that would even feel OP or ‘unrealistic.’ And, if you’re playing against him and he hits that zone, u might really say, ‘damn that Brady!!! Ugghhh! I just can’t stop him!’
    But, that being said, there are various ways a developer could implement this type of system. I’m willing to give it a chance and see how it plays out. Could turn out to be cheesy, lol. I’m not saying it definitely won’t. But, it’s also possible that it ends up playing more organic than you’d think and u could be surprised by the results and feel like madden finally differentiated players more. We’ll see.
    On a related note, I don’t think I’m stoked about the ‘JJ Watt is really tough, u think u can throw for 400 yards with him in your face?’ Scenario stuff. That type of performance based XP is off, imo, and not terribly realistic. Football’s all about winning. Well, every sport is about winning, lol, not about the stats u put up. So, that’s kind of a tough one. I’m interested in the scenario engine, itself, but not into game specific stats being tied into XP.
    But, overall, I will say, I think they’re trying a bit harder, now, to get some immersion into the game. The blog by Clint really seemed to hit that home. I’m optimistic, but also realistic about it. We’ll see aug 2nd.
    Sent from my iPhone using Tapatalk
    khaliib
    Doesn't matter Road, folk have their mindset set in stone as it pertains to Madden.
    Folk will rename terms/mechanisms/functionality for their purpose and run with it.
    "NOT ratings mods"
    "Player Skills and Behaviors"

    You are good at detecting my sarcasm meter.
    And correct you are.
    roadman
    Thanks, just curious, keep on seeing arcade get thrown around, and the only "arcade" term I noticed was Slot O Matic, but that could easily read Strat O Matic.
    It's like people said on Twitter about Boss Battles last week, don't read into the title(marketing term), read the meaning behind it.

    And what's crazy about the peoples use of the term "Arcade" as to mean something negative/worse, people don't realize that this style has less "artificial" gameplay manipulators against the ratings than both Comp and Sim Styles.
    All in all, I thought the stream & blog were pretty solid. I'm intrigued how these new abilities are going to work and sound exciting & seems like it will bring for fresh gameplay. Really like hearing of the new passing & the pass rush (needed badly).
    Slight Negatives - Game speeds removed - My guess they really don't have time to get everything right, so why leave it in broken. Game speeds besides normal have been broke all yr at times in 19. Guess everyone will have to live with normal speed....hmm
    Line up speed - Not sure on this one but I hope that we still see players line up. Was this removed because movement is still odd looking & they can't fix it? They may be spinning this as the user gaining, but are actually losing a beauty part of the game. May be able to mod this on PC.
    For everything that is right in the world, I hope this means we won't have to see the coaches face 200 times a game.
    canes21
    So, I expected the traits to be more intangible-related that delivered things the current ratings couldn't. Some of them are like that in a way, but things like this,

    • Match-Up Nightmare – Gets open and wins contested catches when covered by a single linebacker or defensive lineman
    • Edge Rush Elite – Frequently uses dominant pass-rush moves when rushing from a defensive edge position

    should not need a trait/ability to make happen, should they? If the players were rated properly and the ratings played out appropriately then this would happen naturally. Seems almost like an admission by EA that their ratings do not deliver enough and they must create artificial boosts to make players standout since the way they have the ratings set up doesn't allow it.
    Don't get me wrong, I am a fan of making players play different and bring their own qualities and quirks to the roster, but I do find it a little funny they must add traits that simply make a player behave like the ratings should. I also don't know how to feel about the traits like completing a few passes allows your QB to throw it 80 yards all of a sudden. That and the Tom Brady trait that makes his OL keep their blocks longer are things I find gamey and not what I think of when I think of making the players play more unique and true to life. As good as a QB Tom Brady is, he doesn't have the magical ability to make his OL better than they are in the way Madden is making it.

    Totally agree. Don't know what they are thinking with Brady having a Superstar trait makes his OL suddenly block better. And Mahomie can either throw it 80 yards or he can't. IMO these are stupid additions and they aren't real things.
    This all sounds good.  I say this every year, I just hope the game is polished.  Meaning I hope they've cleaned up the collision detection, contextual awareness & player physics.  I hope they've greatly reduced player clipping especially during presnap & when getting up from tackles.   Nothing kills immersion more than players walking completely through each other's bodies when breaking the huddle.  If they haven't addressed these areas then all the improvements will mean nothing.
    roadman
    Man, I forgot about this one.
    Here's hoping the rushing game play means no looks at coach's mug many times and focus on lining up at LOS.

    After 2 or 3 yrs of that, I think we're all good on not seeing the ol' ball coach. Lol
    I liked that they actually tried to capture signature throws. At least they're showing some type of effort in that area. Aaron Rodgers looked pretty tight. How it will be implemented is the real question. Interested to see all of the sig stuff. Definitely don't like the speed increase that they're talking about with the pre and post play stuff.
    I'll be passing on Madden for the first time since 11 unless they really show me something because the game has finally gotten extremely stale and frustrating the last few years. As always I will keep my eye on the info and footage.
    kjcheezhead
    The X factors sound completely cheesy:
    Slot-O-Matic – Excels at route running and contested catches when running routes from a Slot receiver position
    That should be Julian Edelman’s ratings doing that.
    I like the adjusted trajectories and cleaning up the animations. Gang tackles on sacks.
    Not sure on removing the 3 game speeds. 2k had it in 2k8. Over a decade later, Maddens programming should be able to handle it.
    Overall they moved a few things in the right direction but the big addition sounds incredibly cheesy. I’ll almost certainly be passing on madden again.

    Not sure I agree on the ratings should be doing that. I think you can have two guys with the same size and speed and agility and route running ability, but when it comes to real game situations, one can just separate himself and deliver. Whether that's mentality and subconscious abilities, luck, timing, all of them put together - who knows. It's always hard to quantify something you can't really pinpoint but in theory the idea of X-Factor capabilities makes sense to me. Some possibly more than others.
    One problem I see is, this shouldn't be just superstar players IMO. It shouldn't be a linear progression to having the X-Factor capabilities. Yes some players should be more consistent X-Factor players, but some guys just have it one or two times in their careers. I mean, Vince Young wasn't a Superstar in the NFL, but that scramble in OT against his hometown Texans to win the game, that's X-Factor that makes the NFL what it is. David Tyree with the helmet catch in the Superbowl? I don't know, maybe I'm describing some other mechanic, but Madden's next frontier IMO is being able to realistically and organically capture amazing moments like these. With that said, maybe X-Factors should also be random and very ephemeral - so much so, you may never know that the journeyman tight end you overlooked in favor of your star WR when throwing the hail mary downfield was just about to make history.
    The cheesy-ness will come down to implementation and whether it is overdone.
    Cory Levy
    Really don't like the sound of X Factor Abilities at all, tbh. I don't want to have to turn a game into an arcade-esque stat padding session just to unlock an extra special super dooper move. Nor should I really have to; I understand and appreciate the supposed desire to make Elite Players stand out but regular ratings should be able to make that happen.

    Yes this is what im not a fan of about it. I get it, they felt a need of a way to trigger it , and wanted to give the user a sense of accomplishment. But from an online leagues perspective. I see this will have people not trying to just play football but trying to reach these goals each game to unlock special skills. Not really a fan of that.
    JayD
    My only question is can you turn off X factor in simulation?

    Doubt that, they just want you to counter it .....
    kjcheezhead
    The X factors sound completely cheesy:
    Slot-O-Matic – Excels at route running and contested catches when running routes from a Slot receiver position
    That should be Julian Edelman’s ratings doing that.
    Overall they moved a few things in the right direction but the big addition sounds incredibly cheesy. I’ll almost certainly be passing on madden again.

    I have been saying this and i cant help but wonder myself , IF attributes really mattered, then why could not these "x factor " stuff be achieved by the ratings spread ?
    After the Rex podcast, why would anyone buy Madden?  Trying to fix linebackers in coverage for the 67th year in a row?  Riiiiiiiight.
    How about the awesome mechanic of: if you press sprint behind the LOS, all defenders disengage their blocks and annihilate you?  Love that one, too.
    As we've seen before, all these new features to feed to places like OS are sales pitches...many will be removed silently.  At what point is a place like OS complicit in Madden's decline since they provide the platform for "back of box" sales pitches that EA suits hung over Rex's head.  I know, I know...freedom of speech, consumers have options.  I just wish more of you would take the better option like I have.  Maybe that way Madden would actually improve to a decent standard...

    I watched the gameplay in this video. I really do not see anything that looks to play differently. Same animations, same player movements, same linemen missing people to block....... But at least we are supposed to be able to throw over LBs this year ( until people just use safties as subs at mlb in mass)
    howboutdat
    I watched the gameplay in this video. I really do not see anything that looks to play differently. Same animations, same player movements, same linemen missing people to block....... But at least we are supposed to be able to throw over LBs this year ( until people just use safties as subs at mlb in mass)

    That’s Madden 19 gameplay, no Madden 20 gameplay has been released yet.
    Sent from my iPhone using Tapatalk
    Lurking LBs and Trajectories are two major things that I changed on PC with my mod, a real game changer.. The ability to actually run high/low concepts without fear of BS animations makes the game much more enjoyable.. I'm sure simheads are gonna love it
    I don't know how I feel about this yet I am going to need hands on to form an opinion; however, if the point of this is to make superstar players play like superstars then shouldn't these skills be on all the time?
    I mean a superstar doesn't get in a zone that then makes them play like a superstar. They are a superstar and it's your job to stop them. So in my opinion all of these things should be on all of the time for anyone with these skills. Then you can impact the effectiveness of them by utilizing the counters that available to you.
    jpdavis82
    That’s Madden 19 gameplay, no Madden 20 gameplay has been released yet.
    Sent from my iPhone using Tapatalk

    Thanks , that explains that then hahah.
    That schedule is from Madden 19’s info release schedule. It does look like there will be another Franchise blog though, and that the first blog we got was mainly for FOTF QB1.
    Sent from my iPhone using Tapatalk
    SOU7GLO
    Blog was a good read. What I really want to know is if the unrealistic wind speeds have been fixed?

    They have had some attention paid to them.
    roadman
    Oh, thanks for that, there is much more to reveal, didn't even see that.

    Unfortunately that’s the Madden 19 info release schedule but like I posted, there is a Franchise Deep Dive blog coming soon.
    Sent from my iPhone using Tapatalk
    jpdavis82
    Unfortunately that’s the Madden 19 info release schedule but like I posted, there is a Franchise Deep Dive blog coming soon.
    Sent from my iPhone using Tapatalk

    You would think presentation would be presented, too?
    roadman
    You would think presentation would be presented, too?

    Probably or maybe it will have its own blog, last year I think it had its own blog. I know there’s some presentation stuff mentioned in the X Factor blog but not that. Hopefully they did some work on the sidelines and stadium atmosphere if they’re pushing more immersive moments.
    Sent from my iPhone using Tapatalk
    jpdavis82
    That schedule is from Madden 19’s info release schedule. It does look like there will be another Franchise blog though, and that the first blog we got was mainly for FOTF QB1.
    Sent from my iPhone using Tapatalk

    Man thats good to hear, i wondered why they only gave mostly vague statements in the franchise stream and shallow dive blog that was just cliff notes with no real good details.
    As for the gameplay stuff, as i said before i do give credit where its due. If it plays as they say , then the being able to throw over lbs is a nice change . I just hope they find a way to make it so if someone puts a saftey at MLB that he gets the same " penalty" and is not able to make super jumping ints, otherwise it will simply be the new exploit. You really got to think these things thru fully when you start adding them so hopefully they thought this thru.
    I noticed they mentoined gang tackling for a sack but specified sacks. Maybe i missed it, but does this bring back ( again) gang tackling in general tackles or only sacks? Would seem short sighted if only for sacks.
    "Ball Hawk is now defaulted to ON for all skill levels." - Not a fan of this as an online commish. Ball Hawk is simply cheesey imo. I hope ( but doubt) they gave commish ability to set the settings for this for the league and lock it so owners can't turn it on.
    I notice they didnt say a word about improving blocking which is a big deal imo. They said they " improving the transitions into and out of interactions, with a focus on making them more seamless" in talks of blocking but thats all they said . Maybe it gets covered in next gameplay blog. If not I'm gonna be seriously pissed if my good olinemen walk right by guys they should block to get me tackled in backfield often again.
    The thing about not giving people a long time to pass with new improved pass rushing is a good thing, just hope they dont revert it with the crying that will no doubt follow at launch about this.
    Guess I'll have to wait n see for the next gameplay talk.
    People have been running safeties at LB all year long at competitive events. I'm sure EA is well aware.
    I'm more worried that the reduced ball velocity will neuter many of the short passing concepts than I am about being able to get over/around LBs. I can do that now :P
    I'm actually excited about Madden this year, and I haven't been this excited about Madden in a while. It sounds like they're taking a much more nuanced approach to "the back of the cover features" and are spending a quality amount of time cleaning up the game and the animations. The Superstar and Zone abilities sound pretty cool and seem to really emphasis the spread of the overall ratings each player now has.
    I can't wait to see some game-play to see how it looks in motion and if the changes they're touting make a true difference.
    Classic case of being heavy handed at the top and not doing enough to make the average players more average. You can make the Elite players stand out by making the average and mediocre more average and more mediocre...and that way the Elite players won't be made cheese.
    I also hate the fact that the Elite LB's will still have the ability to make the BS INT's. Everybody will be trying to play with the Bears, Jaguars and Panthers. Forgive me, but I'm still irked off of that because of an Online League I played in and this fool who played with Chicago set the NFL record for INT's with Roquan Smith.
    It's the first time in ages they're looking to address legacy issues and long-standing community complaints.

    • Decreased throwing speed
    • Improved pass trajectory
    • Fixing Super LBs
    • Decreased pocket time
    • Increase the effect of pressure
    • Gang sacks

    I am skeptical; I have long assumed that these legacy issues have remained in the game because they're impossible to fix, now we're going to get a whole slew of them fixed in one dev cycle? Seems unlikely. Those are some big promises that would fundamentally change how Madden is played.
    I love the double-tap pump fake mechanism. Was that in NFL2K or was it an older version of Madden that had that? Either way, that's the best way to go for pumpfake controls.
    The X-Factor stuff will be the biggest wildcard this year. It's nice that EA is finally trying to sprinkle some NBA2K magic into the game (badges) but the implementation is everything here. I'm surprised that so many people in here are opposed to the idea, even in theory. The badge system has been good for NBA2K and we need some kind of system to differentiate players in Madden. I think the QB differentiation has been solid the last few years, once the final patches are out. I played a couple of halves last week--the first time I've touched Madden since the final match--and poor QBs were pretty bad, HUM or CPU.
    At least EA is trying, the effort is there to fix some egregiously unrealistic areas of the game.
    TarHeelPhenom
    Classic case of being heavy handed at the top and not doing enough to make the average players more average. You can make the Elite players stand out by making the average and mediocre more average and more mediocre...and that way the Elite players won't be made cheese.
    I also hate the fact that the Elite LB's will still have the ability to make the BS INT's. Everybody will be trying to play with the Bears, Jaguars and Panthers. Forgive me, but I'm still irked off of that because of an Online League I played in and this fool who played with Chicago set the NFL record for INT's with Roquan Smith.

    Honestly though Tar, all the current mechanisms they put in place to minimize Hum cheaters in H2H gameplay has guys complaining about the intended functionality to said cheats.
    - Nano Detection
    - Delayed Defender Reaction when clicked on (was a big one that took heat)
    - Timers on Pass Rush
    - Timers to reduce Sheds in run
    There’s only so much they can do to impact H2H cheaters before those aids in themselves become an issue with the crowd.
    Im glad I’m an Offliner!!!
    khaliib
    Honestly though Tar, all the current mechanisms they put in place to minimize Hum cheaters in H2H gameplay has guys complaining about the intended functionality to said cheats.
    - Nano Detection
    - Delayed Defender Reaction when clicked on (was a big one that took heat)
    - Timers on Pass Rush
    - Timers to reduce Sheds in run
    There’s only so much they can do to impact H2H cheaters before those aids in themselves become an issue with the crowd.
    Im glad I’m an Offliner!!!

    khaliib my man...honestly after that experience, I'm prolly heading back offline for good myself. It's hard to find good online Leagues where there is a balance between Sim rules and common sense stick skills. Hopefully the new trajectories and reductions in INT's over the middle will help.
    OhMrHanky
    Not completely defending what they’re trying to build here. But, it’s realistic enough. Meaning, seriously, in a game, as a QB, when u hit several passes in a row, u simply ‘feel in rhythm.’ Same thing for a 3 point shooter in b-ball. U hit 2-3 threes in a row, and you’re ‘on fire.’ Then, suddenly, u brick one and it’s gone. No more ‘zone.’

    I am always a bit skeptical when developers try to mimic players being "In the Zone" or clutch factor etc. They are pretty nebulous concepts that I don't think you can really replicate with an algorithm....and are more likely to screw things up. But I guess we'll see how it plays out.
    TarHeelPhenom
    khaliib my man...honestly after that experience, I'm prolly heading back offline for good myself. It's hard to find good online Leagues where there is a balance between Sim rules and common sense stick skills. Hopefully the new trajectories and reductions in INT's over the middle will help.

    Tried 3 games and left the experience feeling violated.
    We’ll see what all this looks like in a few months though.
    BiggestKJ
    Regardless of what happens, I buy Madden every year.
    However, I'm not sure I'm a fan of this XFactor stuff. People bring it up the Tom Brady example.
    But the GOAT doesn't hit his zone because he completed three straight passes. I highly doubt he's thinking, "Man, if I get the ball to Edelman on two straight routes, while rolling to the right, my arms gonna get stronger and I'll be able to fit it into tighter windows."
    Sure the greats like Rodgers, Ray Lewis, Brady look like they're in the zone. But the XFactor thing EA Sports is describing here is more of a result of being in "the zone" rather than causing the occurrence of "the zone"
    The occurrence of a superstar hitting their zones is a matter of a set of intangibles that allow them to hit peak performance. Things like:
    Work Ethic
    Competitive Edge
    Play IQ
    Motor
    Persistence
    Composure
    The list goes on.
    I don't know. Maybe I'm crazy. I think the EA Sports guys should look at past scouting reports about superstars and see what is being said about them as far as intangibles go.
    Each of these intangibles shouldn't be a guarantee of ratings enhancements, which is what sounds like the XFactor will be. Rather it should be a factor in a likelihood of an enhancement occurring, whether it be Work Ethic allowing for speedier development or Composure allowing a QB to make crisp throws in otherwise meltdown situations
    I disagree. There are definitely games where Brady is great and games when he is not so great and never gets comfortable. You can even break that down by quarters.
    Take super bowl against Atlanta as an example. Brady was not good for 3 quarters and then he caught fire, got confident, and torched Atlanta in the end.
    I am definitely not an EA supporter and disagree with other ideas of theirs but in this case i think they may be onto something. What triggers the factors will make all the difference in its success.
    Sent from my SM-G960U using Tapatalk
    Glad I skipped on Madden 19. My every other year strategy is tough but it makes me enjoy annual sports much more.
    The biggest thing I'm looking forward to is seeing how the animations play out and the polished transition animations. Its great to see the qb throwing animations play out with unique mannerisms. It causes the animation to be longer (stuff that some complain with 2k) but also looks much more realistic. My wish for madden has always been to see realistic animations with smoother transitions.
    The game speed removal bothers me.  I play on Slow because it’s the more accurate representation of the sport, and the blocking is horrendous on anything faster.  If they don’t at least slow down the default game speed, Madden is permanently going to be unplayable for me
    Godgers12
    Will players who begin as a development less that superstar get the abilities associated with SS and X-factor if they progress to SS or X-factor in CFM?
    Sent from my SM-G965U using Operation Sports mobile app
    I would have to think they would, it wouldn't make sense if they didn't gain at least 1 ability. But it is EA so you never know, we'll just have to see.
    Sent from my SM-G950U using Tapatalk
    TarHeelPhenom
    Classic case of being heavy handed at the top and not doing enough to make the average players more average. You can make the Elite players stand out by making the average and mediocre more average and more mediocre...and that way the Elite players won't be made cheese.
    I also hate the fact that the Elite LB's will still have the ability to make the BS INT's. Everybody will be trying to play with the Bears, Jaguars and Panthers. Forgive me, but I'm still irked off of that because of an Online League I played in and this fool who played with Chicago set the NFL record for INT's with Roquan Smith.
    Oh yea, I've seen 30 ints in 1 season by a MLB. It's crazy how easy it is for a user that knows what they're doing to take away almost the entire middle of the field with a LB. I'm glad that they are doing something to fix this by adjusting trajectories and cutting down on LBs making ridiculous ints. Unfortunately though the biggest cause of this problem is the ballhawk feature.
    Let's hope that the adjustments that they made to trajectories is enough to combat this feature. On several occasions I've seen a guy covering a WR underneath with their BACK TURNED to the QB jump up and make a pick without even looking on a ball intended for a WR 10-15 yards further downfield. They need to have better pass trajectories that allow people to try and fit the ball in to tighter coverage windows.
    Sent from my SM-G950U using Tapatalk
    Rayzaa
    Totally agree. Don't know what they are thinking with Brady having a Superstar trait makes his OL suddenly block better. And Mahomie can either throw it 80 yards or he can't. IMO these are stupid additions and they aren't real things.
    I agree with u partially. I do like what EA is trying for but the boosted skill and triggers are so important to get right for the success of the feature.
    It is true that a lineman will look like a different person with a different QB under center. Maybe one QB is better at spoting the blitz so the lineman is aligned correctly from the start. Improper alignment will simply make the lineman look worse to the viewer. Or maybe the QB pump fakes better and cause d-lineman to jump and stops their pass rush momentum. Or maybe the QB is doing such a good job of getting the ball out that it is crushing the spirit of the dLine to spend so much energy rushing when they seemingly have no chance.
    Maybe better than just a better OLine would be if Brady's skill was faster reads and getting the ball out quicker so the DLine's job gets tougher.
    Sent from my SM-G960U using Tapatalk
    Shosum13
    Oh yea, I've seen 30 ints in 1 season by a MLB. It's crazy how easy it is for a user that knows what they're doing to take away almost the entire middle of the field with a LB. I'm glad that they are doing something to fix this by adjusting trajectories and cutting down on LBs making ridiculous ints. Unfortunately though the biggest cause of this problem is the ballhawk feature.
    Let's hope that the adjustments that they made to trajectories is enough to combat this feature. On several occasions I've seen a guy covering a WR underneath with their BACK TURNED to the QB jump up and make a pick without even looking on a ball intended for a WR 10-15 yards further downfield. They need to have better pass trajectories that allow people to try and fit the ball in to tighter coverage windows.
    Sent from my SM-G950U using Tapatalk

    Or...if your player is in a position that makes it unrealistic for him to pick off a pass(i.e. back turned to the QB and doesnt know where the football is...only allow for the Swat or Raise Hand/Bat Ball down animation to play out.
    Agent89
    The game speed removal bothers me. *I play on Slow because it’s the more accurate representation of the sport, and the blocking is horrendous on anything faster. *If they don’t at least slow down the default game speed, Madden is permanently going to be unplayable for me

    This is definitely a personal preference kind of thing, and it’s a shame for u and others that prefer to change the speed. But, for me, slow is not more ‘accurate’. Football is a high intensity extremely fast paced sport. Back when they first introduced the speeds in madden 13, I believe, I changed from normal to fast because normal looked like football being played in slow motion.
    I can imagine the animations look better, but at the cost of the realism of fast twitch muscle memory for a sport like football.
    As always, to each his own, but I don’t understand how anyone can play a fast paced sport like football on slow.
    Sent from my iPhone using Tapatalk
    So far things sound like an improvement but wont really know till it comes out. Presentation is also a big deal. Hope they change that too along with scouting and the draft which is boring as hell.
    Im not even interested in next weeks video from EA as its about MUT. I dont care about MUT and what they are doing with it.
    jpdavis82
    That schedule is from Madden 19’s info release schedule. It does look like there will be another Franchise blog though, and that the first blog we got was mainly for FOTF QB1.
    Sent from my iPhone using Tapatalk

    Really interested in reading the franchise deep dive when it comes out. The fact they are having a deep dive blog has me hopeful they looked into and improved some areas of franchise that wasn’t in the first blog.
    jsteele14
    I disagree. There are definitely games where Brady is great and games when he is not so great and never gets comfortable. You can even break that down by quarters.
    Take super bowl against Atlanta as an example. Brady was not good for 3 quarters and then he caught fire, got confident, and torched Atlanta in the end.

    Meh, I don't know if Brady suddenly got confident. They sucked in the 1st half. In the second half, ATL got conservative, the Pats caught some breaks (Edelman catch) and started playing better. That could play out in a video game (or old fashioned dice rolling simulation game) with out a magical X-Factor.
    I hope the counters are effective and balanced. I don't like the idea of 100% guarantee something will occur. I would rather heard higher percentage.
    Especially when it comes to Enforcer. I'm still imagine you are going to still have to time it correctly. But I don't like that there won't be broken hit sticks regardless of weight and momentum. I hope there is a offensive counter. I shouldn't be able to create a 5'7 170 DB and equip him with Enforcer and be able to hitstick Derrick Henry(6'3 247) with 100% success
    Cardot
    I am always a bit skeptical when developers try to mimic players being "In the Zone" or clutch factor etc. They are pretty nebulous concepts that I don't think you can really replicate with an algorithm....and are more likely to screw things up. But I guess we'll see how it plays out.

    If this is tuned within reason, the games will feel more exciting and varied. Say a QB gets an "in the zone" boost and begins carving up your cover 2. You then make an adjustment, bring a blitz and drop him for a 10 yard loss. That should cool his arse off somewhat.... If it is poorly implemented, with no ability given to combat X Factor boosts, the games will feel frustrating and very scripted. Any gameplay improvements they may have planned would also be overshadowed as a result. We shall see soon.
    I would be far more encouraged if EA simply addressed the CPU AI, especially with regards to play calling, adjustments, clock management and gameplanning. I would rather "feel" the CPU adapting to my method for attacking them and have that then bring about a way for the CPU to counter attack me back, rather than implement what I've read so far.... Keeping an open mind until all information is released.
    Hope that they've fixed the passing system so the QB tosses the ball to where the WR is supposed to go rather than just slinging it in the direction they where facing when the pass was made.
    One of my favorite parts of NFL 2K5 was learning about timing of plays and being able to toss the ball to the WR before he made his cut and having him turn and catching it in stride for a big gain. If you miss timed the throw it would be incomplete or hurt the WRs momentum and result in little YAC.
    Basically this is what 2k implemented years ago with their own player tweaks to make each one feel different in some aspects other than "just" ratings across the board. I personally welcome this and hope it is effective.
    To those that complain about it being an arcadey addition and such, just don't buy it until the rest of us that DO want to try it out give our opinion. Of course as with most things, it's better to try it out for yourself usually and make ur own impression.
    I think it all sounds awesome but obviously needs to be implemented correctly. As with every year its a wait and see approach and let's just wait.....and see!
    At worst just go to a Redbox or what have you and rent it for a couple days. The rest of us have to deal with the patches lol.....
    TheBleedingRed21
    Why would you be able to turn it off for simulation? They’re trying to differentiate players, that would be pointless.
    It’s not unsim to throw 80 yards for Mahomes.

    Is it 80 yards just length wise or does that also account for throwing to the sideline as well.
    Madwolf
    Hope that they've fixed the passing system so the QB tosses the ball to where the WR is supposed to go rather than just slinging it in the direction they where facing when the pass was made.
    One of my favorite parts of NFL 2K5 was learning about timing of plays and being able to toss the ball to the WR before he made his cut and having him turn and catching it in stride for a big gain. If you miss timed the throw it would be incomplete or hurt the WRs momentum and result in little YAC.

    I use quite a bit of timing-based routes in my offense. I run a modernized version of what the Dallas Cowboys ran in the 90's. In Madden 19, you can throw the ball to a spot even before he makes his break. I throw comebacks, outs and skinny posts like this all the time.
    While I agree with you that improvements need to be made with the passing system, since the direction of the ball is somewhat tethered to the receiver, with practice it can be done. You have to take it easy on the pressure you apply on the passing icons for starters. I can't even count the number of hours I spent in "offense only practice mode" throwing the route tree, until I got the feel for it.
    Explain this, I prefer pre and post-play interactions...how does getting rid of it improve immersion:
    Streamlined Pre-Play, Post-Play, and No Huddle Experiences
    We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.
    Cowboy008
    Really interested in reading the franchise deep dive when it comes out. The fact they are having a deep dive blog has me hopeful they looked into and improved some areas of franchise that wasn’t in the first blog.

    From what I was told, that was a typo and the first blog covers both FotF: QB1 and Franchise and there shouldn't be another blog coming.
    SincerelYourz
    Explain this, I prefer pre and post-play interactions...how does getting rid of it improve immersion:
    Streamlined Pre-Play, Post-Play, and No Huddle Experiences
    We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.

    This is all about the competitive/tourney crowd here. They complained early in 19 regarding the qb cadences, so EA bowed down and hurried them up. They want to hurry to the line and run the same cheese play again. This is a total immersion killer if you ask me and for the sim gamer. Nothing better then a defender digging in and placing his hand in the dirt, but it's Madden ball. Lets get to the Mahomes automatic 80 yrd laser beam quicker, the important stuff
    DeuceDouglas
    From what I was told, that was a typo and the first blog covers both FotF: QB1 and Franchise and there shouldn't be another blog coming.

    Wow. If true, that sucks.
    SincerelYourz
    Explain this, I prefer pre and post-play interactions...how does getting rid of it improve immersion:
    Streamlined Pre-Play, Post-Play, and No Huddle Experiences
    We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.

    If anything, just force the clock to accelerate to simulate the huddle if the player skips those scenes and selects a play quickly enough. All Pro 2k8 had that as a feature and 2k5 may have as well, I don't remember. If a player is skipping all of the post-play scenes to get to the next play quickly enough then just accelerate the clock instead of removing the cut scenes for those that watch them.
    EA is just confusing too often with what they say their aim is and then what they actually do.
    Those passing animations still looked bad. Too fast, stiff, ball blazing out of their hands like a rocket. Don’t like the removal of the game speed options. Madden on default speed plays too fast and that’s one of the biggest reasons the animation quality is poor. Hopefully they slowed the overall game speed down. The blog overall is encouraging but gotta see it in action.
    ratedmoney
    Those passing animations still looked bad. Too fast, stiff, ball blazing out of their hands like a rocket. Don’t like the removal of the game speed options. Madden on default speed plays too fast and that’s one of the biggest reasons the animation quality is poor. Hopefully they slowed the overall game speed down. The blog overall is encouraging but gotta see it in action.

    I thought the same thing, it's like bad animations on roids. Probably will cancel my pre-order at the least.
    ratedmoney
    Those passing animations still looked bad. Too fast, stiff, ball blazing out of their hands like a rocket. Don’t like the removal of the game speed options. Madden on default speed plays too fast and that’s one of the biggest reasons the animation quality is poor. Hopefully they slowed the overall game speed down. The blog overall is encouraging but gotta see it in action.

    madden is slow as hell compared to real life football even on normal.
    i don't play on anything other than normal because of the issues it causes, but i wish i could.
    ratedmoney
    Those passing animations still looked bad. Too fast, stiff, ball blazing out of their hands like a rocket. Don’t like the removal of the game speed options. Madden on default speed plays too fast and that’s one of the biggest reasons the animation quality is poor. Hopefully they slowed the overall game speed down. The blog overall is encouraging but gotta see it in action.
    I think removing game speed is a bigger deal than people are making it out to be. The fact that you think the speed is too fast, while I think it can feel too slow, is a huge issue that can no longer be fixed on a player by player basis. We're (expletive).
    SolidSquid
    no more athletic jumping ints for LBs isnt the solution i was looking for. there are LBs like Wagner, Keuchly, Lavonte David who are uber athletic

    lol they said they fixed this last year too and it was the exact same as the year before. I'll believe it when I see it. Going to take some of the skill gap out of H2H but i like that it will be way more realistic.
    Shogunreaper
    madden is slow as hell compared to real life football even on normal.
    i don't play on anything other than normal because of the issues it causes, but i wish i could.
    This x1000. As someone who has played high school football against would-be NFL players, Madden does not accurately capture the true speed of football. Now, one can argue that Madden is close to representing the speed that we see on TV broadcasts, but it feels so much slower than what the players feel in real time. I think it is because of the animations Madden has. Everything is super choppy and sluggish. Simple things like running in Madden have too many "phases". It's like "hunch back > first step animation > jog anim...> stand straight up > sprint ani... > hunch back > fall forward." Like wut dae fook is that? By 2022, we should have full fledged throttle control over our user's speed and acceleration, but idk how we're gonna get there if every player has horse legs and the agility of a rock in quicksand.
    kjcheezhead
    The X factors sound completely cheesy:
    Slot-O-Matic – Excels at route running and contested catches when running routes from a Slot receiver position
    That should be Julian Edelman’s ratings doing that.

    His ratings will obviously affect how he plays by default and his natural ability to excel in the slot, but this is about being automatic in the slot basically. Think about the final drive in the Chiefs game where Romo was calling "Edelman over the middle" on every single play and he still got open and they drove the ball down their throats at will. That's what this ability is supposed to be. It's the equivalent of a great player, who is already great, getting in the zone and excelling - just like they do in real life from time to time.
    DeuceDouglas
    From what I was told, that was a typo and the first blog covers both FotF: QB1 and Franchise and there shouldn't be another blog coming.

    That kinda sucks... Always holding out hope for more franchise news and an explanation about that contract line they threw into the blog.
    T4VERTS
    They have had some attention paid to them.

    Thank you for the update Verts! That’s great news and a positive step in the right direction for more realistic gameplay since it effects special teams and field position.
    Sent from my iPhone using Operation Sports
    PhillyPhanatic14
    His ratings will obviously affect how he plays by default and his natural ability to excel in the slot, but this is about being automatic in the slot basically. Think about the final drive in the Chiefs game where Romo was calling "Edelman over the middle" on every single play and he still got open and they drove the ball down their throats at will. That's what this ability is supposed to be. It's the equivalent of a great player, who is already great, getting in the zone and excelling - just like they do in real life from time to time.
    I 100% understand that point, but where is the trade-off? What about the effect that Edelman being in the zone will have on every other player on the field? Will it cause his teammates to heat up? Possibly get cold or frustrated? What about the QB? Does he put too much trust into Edelman and start forcing passes? Maybe he decides to use Edelman as a decoy? The defenders. Do they double team Edelman? Perhaps the corner on the opposite side of the field becomes too relaxed because he doesn't expect the ball to come his way?
    These are all things that are VERY, and I mean VERY hard to replicate in any game, ESPECIALLY when there are 22 players on the field at all times. So, I don't expect EA or any dev to ever reach that level of read and react gameplay, but I also want them to have a system that ATTEMPTS to keep these things in mind. As we speak, I don't think EA is attempting to go that deeply, and it is causing them to constantly rehash old features and sell them to hopeful football fans.
    "Re-Factor of Under Pressure QB Penalties," I like how this is being described. I hope that this mechanic will result in a greater need for OL and DL/OLBs. Currently, and most notably in MUT, OL/DL can be 60-68 OVR players and rushing and passing is rarely disrupted. It is generally best to have great corners and/or safeties, even subbing in safeties into the LB positions on nickel and dime formations.
    I hope in M20 that focusing on a great pass rush in exchange for less dominant corners and safeties will be an effective strategy with consistent pressure.
    Curious if this indicates that the nano blitz detection system is being removed or revamped?
    Thing that needs to be asked is are they going to be tweaking & tuning these abilities all yr? You already know some of these are going to be OP straight out of the gate, especially with so many. That may be an issue.
    This X-Factor stuff sounds absolutely stupid to me. I don't want to be unlocking **** in-game through achieving goals. I hate "goals" that I don't create. I hate **** like this that is taken away from me in my franchise where I'm running the show. It's gimmicky and stupid to me.
    Pass Rush: I can't wait to watch my 90 OVR interior linemen crushed by some 65 OVR player because of a coin flip. It's going to be awesome.
    DaReal Milticket
    Thing that needs to be asked is are they going to be tweaking & tuning these abilities all yr? You already know some of these are going to be OP straight out of the gate, especially with so many. That may be an issue.
    Great point. The biggest issue with the NBA 2K community is that they took a great thing (badges), and turned them into a constant tripod measuring contest. Nerf this, bump that, "i should be making everything", "why am i missing layups"... etc. These new Madden abilities could be the same way. But, here is the real issue... in 2K, the people who are complaining about badges are playing one specific mode... a mode that has little to no interaction with the NBA roster that is provided on the game. Madden on the other hand has MUT... a mode that deals with the NFL roster that is provided on the game.
    That's scary. On 2K, no one gives af if Westbrook is making too many shots, because in the end, his player has nothing to do with the game's biggest mode. On Madden, if Patrick Mahomes under throws a single pass in MUT, there will be public outcry and a roster update for ALL MODES in the following week. EA has put the poor devs in a position that cannot be upheld in good standing. We must give the devs our energies and hope they find a solution to the chaos that is unfortunately inevitable.
    Broncos86
    This X-Factor stuff sounds absolutely stupid to me. I don't want to be unlocking **** in-game through achieving goals. I hate "goals" that I don't create. I hate **** like this that is taken away from me in my franchise where I'm running the show. It's gimmicky and stupid to me.
    Pass Rush: I can't wait to watch my 90 OVR interior linemen crushed by some 65 OVR player because of a coin flip. It's going to be awesome.
    Just wait till they start offering Gatorade power-ups before each game. Only $0.24 a pop (adjusted for inflation)
    Broncos86
    This X-Factor stuff sounds absolutely stupid to me. I don't want to be unlocking **** in-game through achieving goals. I hate "goals" that I don't create. I hate **** like this that is taken away from me in my franchise where I'm running the show. It's gimmicky and stupid to me.
    Pass Rush: I can't wait to watch my 90 OVR interior linemen crushed by some 65 OVR player because of a coin flip. It's going to be awesome.

    The whole Mahomes thing just sounds dumb and tied to goals is even worse. Complete like 4 passes for 30 yrds or whatever and now next time I'm on the 20 I can launch a 80 yrd pass..?? what if I'm on the 35?? Its basically forcing the player into doing something or forcing a outcome, that's not organic at all. Might has we'll have a string of quick time events when enabled.
    SincerelYourz
    Explain this, I prefer pre and post-play interactions...how does getting rid of it improve immersion:

    For YEARS, a wishlist item of mine has been for a setting of pre/post play animations. Perhaps 5 levels: Never, Rare, Occasional, Frequent & Always...Or something like that. Seems like a no-brainer to accommodate everyone's personal preference.....and something that I imagine would be pretty easy to code.
    Cardot
    For YEARS, a wishlist item of mine has been for a setting of pre/post play animations. Perhaps 5 levels: Never, Rare, Occasional, Frequent & Always...Or something like that. Seems like a no-brainer to accommodate everyone's personal preference.....and something that I imagine would be pretty easy to code.

    2K has something like this in their current game.
    This sounds great.
    As an offline HUM vs. CPU guy, my first question is: Does the CPU know it has Superstar and X-Factor players on its team, and will the play-calling and game-planning AI reflect that knowledge?
    Can anyone help me figure out if they've spoked about this or if they're aware that the current play-calling and game-planning systems might not be set up to maximize the effects of these new player differentiations in HUM vs. CPU play?
    Trojan Man
    This sounds great.
    As an offline HUM vs. CPU guy, my first question is: Does the CPU know it has Superstar and X-Factor players on its team, and will the play-calling and game-planning AI reflect that knowledge?
    Can anyone help me figure out if they've spoked about this or if they're aware that the current play-calling and game-planning systems might not be set up to maximize the effects of these new player differentiations in HUM vs. CPU play?

    Thats my #1 question as well.
    I want to know if I'm really need to strategize against CPU. It would suck if CPU doesn't take advantage of the Superstar abilities. Like Edge Rush Elite. As it is, players use most dominant pass rush moves. It would be nice to see CPU Miller or Mack use their dominant pass rush moves and actually pressure as they would all game. Is a Pat Mahomes going to know that he is able to throw on the run will elite success? Is Patriots going to know to run a lot of short slot routes for Edelman for his Slot-O-Matic? Are they going to know if my team has Superstars or X-Factors?
    I feel Superstar Abilities can make playing against CPU more fun. There needs to be logic designed for CPU. I want to cautious playing against CPU superstars. But at the same time, I want to see noticeable difference between players with those abilities and those without them. Ratings should still have the appropriate action. But I want those abilities to make those players truly stand out. Where I don't want to see normal QBs have consistent success with throwing on the run or across their bodies if they don't have the abilities.
    I know some don't like the idea of zone abilities and how some seem arcadey. But honestly how often do you see those zone abilities activating. Unless you are playing for lower difficulties or lower competition, some of the requirements for zone abilities are going to be difficult. Especially since they can be easily knocked out of it. I don't see zone abilities activating every game. Maybe once every few games. Like "First one free" zone ability for RBs. Clint said it might be 4 carries of 45 yards to activate. How often do you get one 45 yard run?
    So I'm not overly concerned
    illwill10
    I know some don't like the idea of zone abilities and how some seem arcadey. But honestly how often do you see those zone abilities activating. Unless you are playing for lower difficulties or lower competition, some of the requirements for zone abilities are going to be difficult. Especially since they can be easily knocked out of it. I don't see zone abilities activating every game. Maybe once every few games. Like "First one free" zone ability for RBs. Clint said it might be 4 carries of 45 yards to activate. How often do you get one 45 yard run?
    So I'm not overly concerned

    For players who just play the game straight all the time, I expect if to never be an issue. For players, especially in the H2H realm, IMO, who can't help but meta game, be it for chasing wins, XP, or now ability activation, it will probably be a source of contention and complaining all year.
    jfsolo
    For players who just play the game straight all the time, I expect if to never be an issue. For players, especially in the H2H realm, IMO, who can't help but meta game, be it for chasing wins, XP, or now ability activation, it will probably be a source of contention and complaining all year.

    If pressure is improved and the possible coverage abilities, I don't see zone abilities occuring like that. I rare see CPU players reaching those goals. How many times you see a CPU RB break more than 20 yards more than a couple times let alone 45 yards.
    Especially if there might not be offensive line abilities. So If I have a pocket QB who is best from the pocket and I'm facing an Aaron Donald who has FearMonger, I don't expect to have a good game. Most teams will have at least 1 pass rusher with a superstar ability, so i don't see most pass zone abilities to occur
    Trojan Man
    This sounds great.
    As an offline HUM vs. CPU guy, my first question is: Does the CPU know it has Superstar and X-Factor players on its team, and will the play-calling and game-planning AI reflect that knowledge?
    Can anyone help me figure out if they've spoked about this or if they're aware that the current play-calling and game-planning systems might not be set up to maximize the effects of these new player differentiations in HUM vs. CPU play?

    I asked Clint on Twitter but haven’t gotten a response. About the play-calling I found this when looking at the description on Madden 20 “Superstar-Driven Play-Calling – Play-calling tailored to the Superstars on your team to quickly get your stars involved when you need them the most.”. So maybe the play-calling has been improved for the cpu.
    Trojan Man
    This sounds great.
    As an offline HUM vs. CPU guy, my first question is: Does the CPU know it has Superstar and X-Factor players on its team, and will the play-calling and game-planning AI reflect that knowledge?
    Can anyone help me figure out if they've spoked about this or if they're aware that the current play-calling and game-planning systems might not be set up to maximize the effects of these new player differentiations in HUM vs. CPU play?

    I found the following information pertaining to your question that does "sound" promising, as long as the CPU playcalling is driven in this manner..... I have also included a link to the entire article below.
    https://www.trueachievements.com/game/Madden-NFL-20/achievements
    PhillyPhanatic14
    His ratings will obviously affect how he plays by default and his natural ability to excel in the slot, but this is about being automatic in the slot basically. Think about the final drive in the Chiefs game where Romo was calling "Edelman over the middle" on every single play and he still got open and they drove the ball down their throats at will. That's what this ability is supposed to be. It's the equivalent of a great player, who is already great, getting in the zone and excelling - just like they do in real life from time to time.

    What Romo said on the broadcast means nothing as he didn't have a mic in the players helmets telling them what's coming.
    I'm not excited about this feature.
    PhillyPhanatic14
    His ratings will obviously affect how he plays by default and his natural ability to excel in the slot, but this is about being automatic in the slot basically. Think about the final drive in the Chiefs game where Romo was calling "Edelman over the middle" on every single play and he still got open and they drove the ball down their throats at will. That's what this ability is supposed to be. It's the equivalent of a great player, who is already great, getting in the zone and excelling - just like they do in real life from time to time.

    This is a really good take here, because Edelman was basically unstoppable and had owned the KC D. I don't get the not excited comments about this feature, guys take over games, but to each his own.
    DaReal Milticket
    This is a really good take here, because Edelman was basically unstoppable and had owned the KC D. I don't get the not excited comments about this feature, guys take over games, but to each his own.
    The reason a lot of us aren't excited is because there are numerous factors of being "in the zone" that we aren't sure EA will be able to replicate. Things like the effect on his teammates, the defense, the QB, etc.
    I can't believe how utterly disappointed I am with these announcements. This is all MUT and Long Shot in disguise as gameplay/franchise features. The only innovation is in marketing this junk masses as feature updates and if it were innovation and not repurposed crap...
    - Probowl = MUT games with team helmets
    - Boss Battles = Repurposed MUT battles since 2016
    - Xfactor = "ratings, they don't work, so lets make MUT badges redux!" They don't know how to create real football strategy so they create arcade-like XP power ups
    - UX/UI moving towards MUT views. This isn't a franchise update this is reverting to a crap UX fire that has a mid-90s design
    - Schemes - They don't work so ..."Enhancement, were making them less effective"
    - The rest are BUG Fixes marketed like..."we are listening to you :)"
    - FoF is Longshot with you being able to make your own QB.
    - Scenario engine? Given their examples in the release, what are the odds this even makes sense when playing franchise. No coach texts platers about their jobs! text messages are NOT Immersion
    Not one of these things makes me feel like they are doing any REAL work on franchise. Someone at EA must have said "Lets make franchise like MUT so any enhancement to MUT we can market as a franchise update. Doesn't matter as long as it sells."
    This is hysterically transparent to me.
    I guess its good to see passing get an overhaul....always felt the feel of QB throws (deep/short as well as signature throwing) in 2k5/2k8 were spot on...hope EA can replicate that
    Never a fan of a gaming company removing aspects of the game....removing game speeds as well as the pre/post play sequences is bad. Very bad.
    Customization is king
    Sent from my iPhone using Tapatalk
    Giants4Life
    I can't believe how utterly disappointed I am with these announcements. This is all MUT and Long Shot in disguise as gameplay/franchise features. The only innovation is in marketing this junk masses as feature updates and if it were innovation and not repurposed crap...
    - Probowl = MUT games with team helmets
    - Boss Battles = Repurposed MUT battles since 2016
    - Xfactor = "ratings, they don't work, so lets make MUT badges redux!" They don't know how to create real football strategy so they create arcade-like XP power ups
    - UX/UI moving towards MUT views. This isn't a franchise update this is reverting to a crap UX fire that has a mid-90s design
    - Schemes - They don't work so ..."Enhancement, were making them less effective"
    - The rest are BUG Fixes marketed like..."we are listening to you :)"
    - FoF is Longshot with you being able to make your own QB.
    - Scenario engine? Given their examples in the release, what are the odds this even makes sense when playing franchise. No coach texts platers about their jobs! text messages are NOT Immersion
    Not one of these things makes me feel like they are doing any REAL work on franchise. Someone at EA must have said "Lets make franchise like MUT so any enhancement to MUT we can market as a franchise update. Doesn't matter as long as it sells."
    This is hysterically transparent to me.

    While cynical, this seems a fair assessment. I was rethinking my initial "I like this but have a question line" and kinda started to feel like they're trying to serve two masters, so to speak, which wisdom says can't be done. What I mean is that they're trying to speak to franchise folks but in ways that seem rooted in competitive/tournament premises, as has been laid out already.
    I started to reconsider while playing M19 this AM and thinking "why the heck is there a mini-game in the tackling mechanic?" It just reminded me that they don't have a track record to speak of just making sound football strategy a part of the game without sullying it somehow.
    Maybe that line of thinking will no longer hold true with M20, but there's reason for skepticism, and even more so when you think about all the years' worth of "great ideas" like these that get delivered incomplete and then fail to get adequately developed (shot plays, game plans, formation subs, schemes) and then remain in the game for years, creating an ever-greater number of issues to work around to get a sound-playing game.
    That's a long way of saying "fair point," but fair point.
    Kid OS
    The reason a lot of us aren't excited is because there are numerous factors of being "in the zone" that we aren't sure EA will be able to replicate. Things like the effect on his teammates, the defense, the QB, etc.

    Exactly. Not only that, if my #1 WR isn't having a great game because of the way he is being covered scheme wise many times my #2 WR is open more often and he is getting the majority of the targets and taking over the game. Or even my #3 in the slot
    And again,.....Brady having that X Factor or whatever.... to make his OL suddenly be All Pros is ridiculous.
    Like you said, I don't think Madden will make this a good thing. It's going to be screweed up
    There are going to be plenty who are mad they got beat by a throw 80 yards in the air bomb for a TD by Mahomes. Show me ONE QB who has ever done that.
    Those type of plays are always a catch and run even if thrown deep. It's never 80 yards in the air lol.
    Giants4Life
    I can't believe how utterly disappointed I am with these announcements. This is all MUT and Long Shot in disguise as gameplay/franchise features. The only innovation is in marketing this junk masses as feature updates and if it were innovation and not repurposed crap...
    - Probowl = MUT games with team helmets
    - Boss Battles = Repurposed MUT battles since 2016
    - Xfactor = "ratings, they don't work, so lets make MUT badges redux!" They don't know how to create real football strategy so they create arcade-like XP power ups
    - UX/UI moving towards MUT views. This isn't a franchise update this is reverting to a crap UX fire that has a mid-90s design
    - Schemes - They don't work so ..."Enhancement, were making them less effective"
    - The rest are BUG Fixes marketed like..."we are listening to you :)"
    - FoF is Longshot with you being able to make your own QB.
    - Scenario engine? Given their examples in the release, what are the odds this even makes sense when playing franchise. No coach texts platers about their jobs! text messages are NOT Immersion
    Not one of these things makes me feel like they are doing any REAL work on franchise. Someone at EA must have said "Lets make franchise like MUT so any enhancement to MUT we can market as a franchise update. Doesn't matter as long as it sells."
    This is hysterically transparent to me.

    Chill lol
    Pro bowl doesn’t equal mut
    I get people having thing hatred for ea and how they neglect Franchise. But dude come on you’re being way over dramatic
    SincerelYourz
    Explain this, I prefer pre and post-play interactions...how does getting rid of it improve immersion:
    Streamlined Pre-Play, Post-Play, and No Huddle Experiences
    We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.

    It isn't really meant to make things more immersive but to have users spend more time playing the game than watching cut scenes/replays. It's directly aimed at the casual user and the type of players that just want to get in and get out as quickly as possible and is just a continuation in the streamlining that's been going on over the last several years.
    Trojan Man
    While cynical, this seems a fair assessment. I was rethinking my initial "I like this but have a question line" and kinda started to feel like they're trying to serve two masters, so to speak, which wisdom says can't be done. What I mean is that they're trying to speak to franchise folks but in ways that seem rooted in competitive/tournament premises, as has been laid out already.
    I started to reconsider while playing M19 this AM and thinking "why the heck is there a mini-game in the tackling mechanic?" It just reminded me that they don't have a track record to speak of just making sound football strategy a part of the game without sullying it somehow.
    Maybe that line of thinking will no longer hold true with M20, but there's reason for skepticism, and even more so when you think about all the years' worth of "great ideas" like these that get delivered incomplete and then fail to get adequately developed (shot plays, game plans, formation subs, schemes) and then remain in the game for years, creating an ever-greater number of issues to work around to get a sound-playing game.
    That's a long way of saying "fair point," but fair point.

    We all know that it's unfair to knowingly judge how X-Factor will affect the game at this point, but I enjoy reading the opinions we all have initially.
    .
    Rayzaa
    Exactly. Not only that, if my #1 WR isn't having a great game because of the way he is being covered scheme wise many times my #2 WR is open more often and he is getting the majority of the targets and taking over the game. Or even my #3 in the slot
    And again,.....Brady having that X Factor or whatever.... to make his OL suddenly be All Pros is ridiculous.
    Like you said, I don't think Madden will make this a good thing. It's going to be screweed up
    There are going to be plenty who are mad they got beat by a throw 80 yards in the air bomb for a TD by Mahomes. Show me ONE QB who has ever done that.
    Those type of plays are always a catch and run even if thrown deep. It's never 80 yards in the air lol.
    John Elway in 1986 superbowl. Threw it 90 yards.
    Sent from my SM-G960U using Tapatalk
    jsteele14
    John Elway in 1986 superbowl. Threw it 90 yards.
    Sent from my SM-G960U using Tapatalk

    Elway wasnt even in the superbowl in 1986 , Bears vs Pats
    He did throw a bomb ,60 air yards in superbowl XXII ( 1988)
    Longest pass in superbowl history is 85 yards ( Jack Delhomme , superbowl XXXVIII ), less than 60 in the air
    briz1046
    Elway wasnt even in the superbowl in 1986 , Bears vs Pats
    He did throw a bomb ,60 air yards in superbowl XXII ( 1988)
    Longest pass in superbowl history is 85 yards ( Jack Delhomme , superbowl XXXVIII ), less than 60 in the air
    I stand corrected. I will check google next time i spout off stats and dates.
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    illwill10
    Clint said it might be 4 carries of 45 yards to activate. How often do you get one 45 yard run?

    If someone can break off four runs of 45+ yards, it doesn't sound like they need an added boost of being "in the zone". If I have that kind of success, I immediately panicking about sliders.
    BChristensen75...
    First of all.... This is a message board about a video game, in the grand scheme of things, everything on here is "overly dramatic"
    Second... EA has been hearing "more immersive franchise mode" from the community and their answer and lead for 20 is "A probowl you can play with your online friends" if thats not a "Madden Ultimate Team" I don't know what is.
    Maybe I am being cynical... but Id like to think Im bring a realist with the crap they put out compared to other sports games while understanding both where money is coming from and where its going more than anything.
    My hope is that the Loot Box Bill passes and EA is forced to make a more balance game to get their revenue.
    Giants4Life
    I can't believe how utterly disappointed I am with these announcements. This is all MUT and Long Shot in disguise as gameplay/franchise features. The only innovation is in marketing this junk masses as feature updates and if it were innovation and not repurposed crap...
    - Probowl = MUT games with team helmets
    - Boss Battles = Repurposed MUT battles since 2016
    - Xfactor = "ratings, they don't work, so lets make MUT badges redux!" They don't know how to create real football strategy so they create arcade-like XP power ups
    - UX/UI moving towards MUT views. This isn't a franchise update this is reverting to a crap UX fire that has a mid-90s design
    - Schemes - They don't work so ..."Enhancement, were making them less effective"
    - The rest are BUG Fixes marketed like..."we are listening to you :)"
    - FoF is Longshot with you being able to make your own QB.
    - Scenario engine? Given their examples in the release, what are the odds this even makes sense when playing franchise. No coach texts platers about their jobs! text messages are NOT Immersion
    Not one of these things makes me feel like they are doing any REAL work on franchise. Someone at EA must have said "Lets make franchise like MUT so any enhancement to MUT we can market as a franchise update. Doesn't matter as long as it sells."
    This is hysterically transparent to me.
    This is one of the hottest and most accurate takes I've seen in a while
    Sent from my XT1650 using Operation Sports mobile app
    ehh
    It's the first time in ages they're looking to address legacy issues and long-standing community complaints.

    • Decreased throwing speed
    • Improved pass trajectory
    • Fixing Super LBs
    • Decreased pocket time
    • Increase the effect of pressure
    • Gang sacks

    I am skeptical; I have long assumed that these legacy issues have remained in the game because they're impossible to fix, now we're going to get a whole slew of them fixed in one dev cycle? Seems unlikely. Those are some big promises that would fundamentally change how Madden is played.
    I love the double-tap pump fake mechanism. Was that in NFL2K or was it an older version of Madden that had that? Either way, that's the best way to go for pumpfake controls.
    The X-Factor stuff will be the biggest wildcard this year. It's nice that EA is finally trying to sprinkle some NBA2K magic into the game (badges) but the implementation is everything here. I'm surprised that so many people in here are opposed to the idea, even in theory. The badge system has been good for NBA2K and we need some kind of system to differentiate players in Madden. I think the QB differentiation has been solid the last few years, once the final patches are out. I played a couple of halves last week--the first time I've touched Madden since the final match--and poor QBs were pretty bad, HUM or CPU.
    At least EA is trying, the effort is there to fix some egregiously unrealistic areas of the game.

    I don't know if I like how they are doing the X-factor stuff. A no-look pass or side-armed fast release while getting hit would be something I'd expect from Patrick Mahomes, so make each of those a trait. But 100% accuracy in a given situation? Not sure how I like that.
    Will depend on execution, of course.
    Cardot
    If someone can break off four runs of 45+ yards, it doesn't sound like they need an added boost of being "in the zone". If I have that kind of success, I immediately panicking about sliders.

    That was my initial thought. Just like getting several Catches over 20 yards, if you are to do that in a game, do you really need those zone abilities? Unless it is a shootout or come back, those types of games occur in a blowout. Most of those would probably take all until late 4th quarter to activate. So I can see a lot of times, people coming up short or getting reset after a bad play.
    Giants4Life
    I can't believe how utterly disappointed I am with these announcements. This is all MUT and Long Shot in disguise as gameplay/franchise features. The only innovation is in marketing this junk masses as feature updates and if it were innovation and not repurposed crap...
    - Probowl = MUT games with team helmets
    - Boss Battles = Repurposed MUT battles since 2016
    - Xfactor = "ratings, they don't work, so lets make MUT badges redux!" They don't know how to create real football strategy so they create arcade-like XP power ups
    - UX/UI moving towards MUT views. This isn't a franchise update this is reverting to a crap UX fire that has a mid-90s design
    - Schemes - They don't work so ..."Enhancement, were making them less effective"
    - The rest are BUG Fixes marketed like..."we are listening to you :)"
    - FoF is Longshot with you being able to make your own QB.
    - Scenario engine? Given their examples in the release, what are the odds this even makes sense when playing franchise. No coach texts platers about their jobs! text messages are NOT Immersion
    Not one of these things makes me feel like they are doing any REAL work on franchise. Someone at EA must have said "Lets make franchise like MUT so any enhancement to MUT we can market as a franchise update. Doesn't matter as long as it sells."
    This is hysterically transparent to me.

    Unfortunately, this is so true. Why can't they just make a football simulation without all this arcade garbage? I get it, MUT is a cash cow. Okay, at least keep that separate from the other modes and address the atrocious LINE PLAY and the garbage animations and suction blocking/tackling, not to mention how robotic everything looks. It's not organic at all. I will never spend 1 penny on MUT, no matter how much they try to shove it down my throat. I don't care about your Gatorade card Rodgers, or your red card Brady, your flashback Jerry Rice, throwback Walter Peyton, diamond Gronk, platinum BS...
    Just let me play some NFL football the way it's meant to be played. It's really simple. Give me an NFL football simulation experience. Make the ratings matter. Fix the damn trenches. This is the root of football and should have been the top priority for the past 10 years and they can't get it right. I don't need the other BS. Can you at least get that part right? It's an absolute joke they never address the line play in this game when that's the most important part of football. If you go back and play NCAA 14, it is way more polished than Madden 19. The tackling is light years ahead. It has flaws yes, but at any moment, anything can happen in that game, like a real football game. I want to have that feeling with madden, but it's not even close. I give them my $60 every year, but I guess it's not enough.
    /Rant
    ForUntoOblivionSoar∞
    What Super Bowl were you watching?
    I just watched the highlights. After 30 years, that first bomb by Elway got a lot longer in my memory.
    Sent from my SM-G960U using Tapatalk
    Cardot
    If someone can break off four runs of 45+ yards, it doesn't sound like they need an added boost of being "in the zone". If I have that kind of success, I immediately panicking about sliders.

    I’m pretty sure Clint was saying 4-5 rushes for a total of 45 yards, meaning roughly 10 yards per rush for 4-5 rushes.
    U can still argue it’s not realistic or that a rb that’s already rushing for 10 YPC doesn’t need a boost or already has one based on his ratings, but just wanted to clear up what I believe is the reality of this particular perk. 4-5 rushes of 45+ yards each would be around 200 yards. Lol.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    I’m pretty sure Clint was saying 4-5 rushes for a total of 45 yards, meaning roughly 10 yards per rush for 4-5 rushes.
    U can still argue it’s not realistic or that a rb that’s already rushing for 10 YPC doesn’t need a boost or already has one based on his ratings, but just wanted to clear up what I believe is the reality of this particular perk. 4-5 rushes of 45+ yards each would be around 200 yards. Lol.
    Sent from my iPhone using Tapatalk

    I agree. Even then, getting into the zone wouldn't be necessary because you are already in zone.
    But the good thing is that the there is only 50 players with X Factor. So we aren't going to see them every game. I don't know how powerful the defensive zone abilities will be. I can imagine the DL zone abilities being powerful. But I don't know how powerful a DB and LB zone ability could be. I could see those as very situational.
    This seems like the most changes in Madden in along time. I know M19 was bad and more people quit like myself sooner then ever before. Seems like EA took notice. Everything sounds great.
    My concern is even with new stuff every Madden the game plays 99% the same as the previous. We have been told by top devs year after year how broken the game code is and how hard it is to add or change stuff. Makes me skeptical on everything I read. Either A they lied and used code as a excuse for never improving the game or B they told the truth so everything mentioned will not work.
    Guess this game is like the Browns drafting a QB in the first round. You got a high ceiling and lots of potential but the history of the Browns drafting QB's is not good.
    I buy Madden every year even though I know it sucks. I have no complaints of M20 and I am excited. Everything said so far is amazing. I do not expect everything to work or be perfect. But the way they talk this game should be nothing like M17,18,19.
    illwill10
    I agree. Even then, getting into the zone wouldn't be necessary because you are already in zone.
    But the good thing is that the there is only 50 players with X Factor. So we aren't going to see them every game. I don't know how powerful the defensive zone abilities will be. I can imagine the DL zone abilities being powerful. But I don't know how powerful a DB and LB zone ability could be. I could see those as very situational.

    The offensive x factors and d-line x factors have a good chance of being way overpowered if not balanced well. At least with DB or LB Zone abilities you can just gameplan around it by throwing or running away from that player.
    Sent from my SM-G950U using Tapatalk
    Shosum13
    The offensive x factors and d-line x factors have a good chance of being way overpowered if not balanced well. At least with DB or LB Zone abilities you can just gameplan around it by throwing or running away from that player.
    Sent from my SM-G950U using Tapatalk

    I can already imagine facing a Aaron Donald when he his zone ability activates is going to be unstoppable. I can see it being like their dominant psss rush move auto wins. Even for superstar ability, I can see it being an issue. Hopefully ratings still matter against those abilities. Because if not, It feels like you will need a QB with the protected ability to help counter it.
    BChristensen75
    Chill lol
    Pro bowl doesn’t equal mut
    I get people having thing hatred for ea and how they neglect Franchise. But dude come on you’re being way over dramatic
    Imo, Madden's Pro Bowl is a way to hopefully get non MUT players interested in playing MUT. It's just an ulterior motive hidden behind the wholesome, "We listened to you guys and now we are giving you what you want!". I am 100% okay with the addition, but I can't act like it's 100% in good faith. Never forget that we were told numerous times that it was an issue with the helmets using "resources and process memory", just for the game to glitch out and be able to put different teams' helmets on other teams' uniforms. And now, all of a sudden, the process memory issue has been solved. 🤷*♀️
    Kid OS
    Imo, Madden's Pro Bowl is a way to hopefully get non MUT players interested in playing MUT. It's just an ulterior motive hidden behind the wholesome, "We listened to you guys and now we are giving you what you want!". I am 100% okay with the addition, but I can't act like it's 100% in good faith. Never forget that we were told numerous times that it was an issue with the helmets using "resources and process memory", just for the game to glitch out and be able to put different teams' helmets on other teams' uniforms. And now, all of a sudden, the process memory issue has been solved. 🤷*♀️

    All of a sudden? So a playable Pro Bowl has been gone for what...seven, eight years now? And MUT has been a thing since Madden 10. Your timeline doesn't make sense - if they were going to use it to push people to MUT, they would've done it a long time ago.
    It's probably more likely that they found a way to make the Pro Bowls work to add an achievable accolade for your Face of the Franchise QB. But that's just me looking at what we know and not trying to twist everything into some way to blame MUT for everything, so...:nocomprende:
    Kid OS
    Imo, Madden's Pro Bowl is a way to hopefully get non MUT players interested in playing MUT. It's just an ulterior motive hidden behind the wholesome, "We listened to you guys and now we are giving you what you want!". I am 100% okay with the addition, but I can't act like it's 100% in good faith. Never forget that we were told numerous times that it was an issue with the helmets using "resources and process memory", just for the game to glitch out and be able to put different teams' helmets on other teams' uniforms. And now, all of a sudden, the process memory issue has been solved. 🤷*♀️

    Why? The pro bowl has no way to make mut a thing lol. Every year half the franchise guys ask for a playable pro bowl. So the second they add it now everyone wants to say oh now this is just a way to get mut going for franchise people? That is part of what we have all been asking for
    SolidSquid
    no more athletic jumping ints for LBs isnt the solution i was looking for. there are LBs like Wagner, Keuchly, Lavonte David who are uber athletic

    You are what is wrong with madden. You are the person that sees a LB make a 360 spin after keeping up with a 95 speed WR then can turn around and pick off a pass that is supposed to be 50 yards behind the user backer.
    Kuechley would never get 13 interceptions a season like they regularly would in franchise because of how pathetic the game is with throwing arcs and lb movements
    illwill10
    I can already imagine facing a Aaron Donald when he his zone ability activates is going to be unstoppable. I can see it being like their dominant psss rush move auto wins. Even for superstar ability, I can see it being an issue. Hopefully ratings still matter against those abilities. Because if not, It feels like you will need a QB with the protected ability to help counter it.

    Yeah, but I think this is something to look forward to, personally. I’m strictly an offline vs cpu player, so that’s where I’m coming from, here. If Donald gets 2 sacks on me or something, and I can absolutely feel the pressure he’s bringing because he’s in the zone, now I must gameplan for him, specifically. Keep a rb in to block. Shift the line blocking specifically to his side. Roll out opposite his side. This now, suddenly, adds much more strategy to what I’m choosing to do offensively.
    I can still understand people worrying about things being overpowered, but I’m actually optimistic that it won’t be. And, again, for me, vs cpu, I’m looking forward to the cpu getting in the zone here and there and me having to figure out how to best overcome it.
    What could be a problem is my superstar x-factors being too overpowered for the cpu. Lol. U know? That could be a problem, actually. But, I’m not going to be looking to overpower the cpu with them nor will I purposely target any of my superstars. I always play a straight up nfl strategy type game trying to hit all my players. At the end of the day, I’ve found the past several maddens (16-19), if u just ‘play football’, a lot of the money plays and glitches drift away. Is it perfect? No, of course not. I still see goofy animations from time to time. But, overall, just ‘playing football’ with this game isn’t bad, imo. All-pro continues to be realistic enough for me (with some slider adjustments) while being a little too easy. And, all-madden always plays unrealistically, imo.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    Yeah, but I think this is something to look forward to, personally. I’m strictly an offline vs cpu player, so that’s where I’m coming from, here. If Donald gets 2 sacks on me or something, and I can absolutely feel the pressure he’s bringing because he’s in the zone, now I must gameplan for him, specifically. Keep a rb in to block. Shift the line blocking specifically to his side. Roll out opposite his side. This now, suddenly, adds much more strategy to what I’m choosing to do offensively.
    I can still understand people worrying about things being overpowered, but I’m actually optimistic that it won’t be. And, again, for me, vs cpu, I’m looking forward to the cpu getting in the zone here and there and me having to figure out how to best overcome it.
    What could be a problem is my superstar x-factors being too overpowered for the cpu. Lol. U know? That could be a problem, actually. But, I’m not going to be looking to overpower the cpu with them nor will I purposely target any of my superstars. I always play a straight up nfl strategy type game trying to hit all my players. At the end of the day, I’ve found the past several maddens (16-19), if u just ‘play football’, a lot of the money plays and glitches drift away. Is it perfect? No, of course not. I still see goofy animations from time to time. But, overall, just ‘playing football’ with this game isn’t bad, imo. All-pro continues to be realistic enough for me (with some slider adjustments) while being a little too easy. And, all-madden always plays unrealistically, imo.
    Sent from my iPhone using Tapatalk

    I'm a offline vs CPU only as well. So that is one thing I'm looking forward too. I hope the CPU is actually aware of the Zone Ability and the Superstar abilities. I see some of the abilities should allow CPU to automatically perform the abilities. Hopefully the Superstar Driven playcalling should help. And hopefully CPU makes adjustments
    Revisiting the blog
    Ball Hawk is now defaulted to ON for all skill levels. While it can still be toggled off via settings, having it off can lead to a number of frustration points for our users, so we decided it was not a good default option.

    I'm going to turn if off for sure because I think that it is a terrible mechanic that should only exist in Arcade modes. The statement though about it being off leading to a number of frustration points for Users. What does that mean? I feel like they are low key, dissing many players here. I'm biased against it of course, but IMO they are saying that many players can't play defense without the crutch of having it on.
    If you User on offense or defense you should have to time the catch/play-on-the-ball like how it was back in the day, IMO.
    illwill10
    I can already imagine facing a Aaron Donald when he his zone ability activates is going to be unstoppable. I can see it being like their dominant psss rush move auto wins. Even for superstar ability, I can see it being an issue. Hopefully ratings still matter against those abilities. Because if not, It feels like you will need a QB with the protected ability to help counter it.

    It's going to be interesting to see how this is handled. If he's in the zone and you slide the protection his way will another lineman help pick him up and double him if it's a 3 or 4 man rush? Or are we just going to have to plan for rolling away from him when he's in the zone to try and minimize his impact.
    Sent from my SM-G950U using Tapatalk
    OhMrHanky
    Yeah, but I think this is something to look forward to, personally. I’m strictly an offline vs cpu player, so that’s where I’m coming from, here. If Donald gets 2 sacks on me or something, and I can absolutely feel the pressure he’s bringing because he’s in the zone, now I must gameplan for him, specifically. Keep a rb in to block. Shift the line blocking specifically to his side. Roll out opposite his side. This now, suddenly, adds much more strategy to what I’m choosing to do offensively.
    I can still understand people worrying about things being overpowered, but I’m actually optimistic that it won’t be. And, again, for me, vs cpu, I’m looking forward to the cpu getting in the zone here and there and me having to figure out how to best overcome it.

    I'm definitely more concerned with the x-factor superstars being overpowered for user vs user gameplay. Even if it is a little overpowered in User vs CPU play it still should make it more exciting to play against the CPU because it will finally make their superstars stand out and force you to gameplan around them. My biggest concern is a player getting in to the zone while being usered, because even without these abilities there are certain strategies and things that are way overpowered in the hands of a user that knows how to abuse them.
    Sent from my SM-G950U using Tapatalk
    Shosum13
    It's going to be interesting to see how this is handled. If he's in the zone and you slide the protection his way will another lineman help pick him up and double him if it's a 3 or 4 man rush? Or are we just going to have to plan for rolling away from him when he's in the zone to try and minimize his impact.
    Sent from my SM-G950U using Tapatalk

    If it's just the latter, I'm going to let the gameplay guys know on Twitter that they made a design error. It's probable though that you just have to make some kind of big play on offense to get him out of it. That is the easiest thing for the average Madden player to accomplish.
    Gotmadskillzson
    So basically what I been saying since Madden 11 and NCAA 11, the lower the throw power for QBs, the better the throwing was in their football games. So instead of just giving everybody a lower throw power rating, they just globally lowered the curve. So a 99 THP in Madden 20 would be like a 85 THP in every other Madden/NCAA game ever created.

    Honestly, they had it more realistic before, though. Every year at the combine multiple QB's hit 56 mph or faster on the radar gun, so why cap it at 55? Josh Allen hit 62 mph in 2018, so I think they actually had it spot on before with 62 mph being the cap.
    https://www.ourlads.com/story/default/Quarterback-Ball-Velocity-at-NFL-Combine-2008-2017/10243/dh/
    peapod0609
    Honestly, they had it more realistic before, though. Every year at the combine multiple QB's hit 56 mph or faster on the radar gun, so why cap it at 55? Josh Allen hit 62 mph in 2018, so I think they actually had it spot on before with 62 mph being the cap.
    https://www.ourlads.com/story/default/Quarterback-Ball-Velocity-at-NFL-Combine-2008-2017/10243/dh/

    Every year people have tried to force Madden to line up with “real” data metrics and it’s never work because that’s just not how the game is built to get it to animate the best.
    Many of the animations driven ratings in Madden run better when lowered to those sweet spots on the scale.
    Another big is the SPD rating that is still misunderstood how it’s functionality in Madden.
    It just drives how fast the “running” animation will cycle during the game (other animations like Spin etc...)
    50-60-70 produces a more natural/smoother running animation during gameplay and allows a bigger SPD disparity being shown when playing.
    But gamers are stuck on equating this rating to actual 40 times, instead of what data points will provide a better gameplay experience.
    SmashMan
    All of a sudden? So a playable Pro Bowl has been gone for what...seven, eight years now? And MUT has been a thing since Madden 10. Your timeline doesn't make sense - if they were going to use it to push people to MUT, they would've done it a long time ago.
    It's probably more likely that they found a way to make the Pro Bowls work to add an achievable accolade for your Face of the Franchise QB. But that's just me looking at what we know and not trying to twist everything into some way to blame MUT for everything, so...:nocomprende:
    Yeah I'm biased asf, but I honestly will be surprised if the Pro Bowl isn't tied into MUT somehow. "Score this many points in the pro bowl to unlock pro bowl uniforms for MUT." "Throw for 990 yards in the Pro Bowl with Patrick Mahomes to unlock Pink Liquid Diamond 99ovr Patrick Mahomes in MUT."
    But this is just me being overly-fake deep.
    Giants4Life
    I can't believe how utterly disappointed I am with these announcements. This is all MUT and Long Shot in disguise as gameplay/franchise features. The only innovation is in marketing this junk masses as feature updates and if it were innovation and not repurposed crap...
    - Probowl = MUT games with team helmets
    - Boss Battles = Repurposed MUT battles since 2016
    - Xfactor = "ratings, they don't work, so lets make MUT badges redux!" They don't know how to create real football strategy so they create arcade-like XP power ups
    - UX/UI moving towards MUT views. This isn't a franchise update this is reverting to a crap UX fire that has a mid-90s design
    - Schemes - They don't work so ..."Enhancement, were making them less effective"
    - The rest are BUG Fixes marketed like..."we are listening to you :)"
    - FoF is Longshot with you being able to make your own QB.
    - Scenario engine? Given their examples in the release, what are the odds this even makes sense when playing franchise. No coach texts platers about their jobs! text messages are NOT Immersion
    Not one of these things makes me feel like they are doing any REAL work on franchise. Someone at EA must have said "Lets make franchise like MUT so any enhancement to MUT we can market as a franchise update. Doesn't matter as long as it sells."
    This is hysterically transparent to me.

    The worse part is the BUG fixes. Those weren't bugs in the game. The developers didn't consider players being slow to get up during the play as a bug. They designed it that way specifically and didnt care until now for some reason. I wonder if they will fix the Pass interference penalty "BUGS"
    jsteele14
    I disagree. There are definitely games where Brady is great and games when he is not so great and never gets comfortable. You can even break that down by quarters.
    Take super bowl against Atlanta as an example. Brady was not good for 3 quarters and then he caught fire, got confident, and torched Atlanta in the end.

    I am definitely not an EA supporter and disagree with other ideas of theirs but in this case i think they may be onto something. What triggers the factors will make all the difference in its success.
    Sent from my SM-G960U using Tapatalk

    You're agreeing with my point right here. Brady catches fire in this particular game, not because what he has already done, but because of his mental makeup (drive, determination, confidence, etc.) It can be generally agreed upon that not everyone can build up confidence in tense situations like Brady. You can argue that he should be super-cold because of the previous three quarters. Brady's confidence allows him to tap into his abilities when needed, despite having such a bad game.
    Is Brady confident because he does successfully complete passes in succession? Or is he confident because his mental fortitude, that has been built over his career, allows him to be? I think it's more of the latter then the former. But to each's own.
    One game does this well already, and that's the OOTP franchise. Now it's easier to get sim results vs converging sim+animation+user intervention. However, the thought process can be moved towards this type of implementation.
    What Madden is doing here is sounds more NBA Jam than what is actually happening on the field.
    Rayzaa
    What Romo said on the broadcast means nothing as he didn't have a mic in the players helmets telling them what's coming.

    lol obviously. The point is that if a broadcaster knows what's coming next then players and coaches most likely do as well and he was still unstoppable on that drive.
    You don't have to like the implementation of the feature, but what they're doing is trying to replicate something in Madden that happens in the NFL which is what all of us ultimately want. I don't know anyone that wants Edelman on their team in past Maddens, but with this new feature he is actually going to be useful. That's awesome progress.
    I am a firm believer that excellent and realistic gameplay is going to come when the devs figure out how to make intangibles matter more than speed in video games and this seems like a step towards that. If they can make this 32 yr old 5'10" WR that ran a 4.52 more valuable in M20 than someone like DJ Chark who is 22 yrs old and 6'4" and ran a 4.34, but isn't any good yet in real life, that would be awesome.
    The jury is still out on if it will work or if it will be gimmicky and arcadey garbage, but I like the goal they're striving towards.

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