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Operation Sports Asks: Do You Want an Option for Playcall Cooldowns and Limits in Every Madden Mode?

Madden NFL 20

Operation Sports Asks: Do You Want an Option for Playcall Cooldowns and Limits in Every Madden Mode?

For those unaware, in a recent Madden 20 MUT House Rules, a “playcall cooldown” was introduced, along with a playcall limit. It has returned once again, and so I want to ask this time: are you interested in playcall cooldowns and playcall limits?

Before you answer that, let me get in front of some things that will likely be talking points:

  • Real NFL teams will sometimes call the same play until the other team stops it.
  • Madden should get better at actually just making the AI smarter and adapt.
  • Madden should make it so certain routes aren’t always money routes or certain runs are not overpowered no matter what.
  • You can still just hot route a bunch at the line so whatever.

Madden-20-Jimmy-G

Madden Playcall Cooldowns – Good Idea Or Bad?

I will not disagree with these points, but let’s try to look beyond that sort of talk for a moment if we can. The question is more, do you think this sort of “house rule” can be a positive for the game and the various modes? I am aware some people already put limits on themselves within franchise mode or when playing the AI. They won’t call the same play X number of times, or they only allow themselves to hot route once at the line of scrimmage. In online franchise modes, there are various “sim” rules that can pop up, and some have included things like playcall limits as well.

If you don’t like this concept, then I’m also interested in why you feel that way. If you simply can’t get over the fact that someone can’t run some form of an HB Dive four times on the goal line if they want to, then fair enough. But does it go beyond that for why you don’t like it as an option?

madden playcall cooldowns

Personally, I think this sort of concept makes a lot of sense to pursue in the competitive realm. I think it’s time we stop trying to pretend these are games that can even approach mimicking real life sports. After all, even the best sports games crumble under the weight of supposed “realism” when two people want to “cheese” their way to victory. For example, when we play in online franchises that are trying to be “sim” and play “real” football, we are coming to an agreement that the game has flaws that we will pretend to overlook or not exploit constantly in the pursuit of trying to make it seem as close to actual NFL football.

We can do this sort of thing when we’re all on the same page and pushing towards the same goal for an end experience, but out in the wild online realm, not everyone is going to play by those rules unless they’re made to. Additionally, if you do just play the AI, wouldn’t something like this being included as an option be a nice way to keep you “honest” so to speak while trying take home a Super Bowl?

There are aspects of the concept that would need to be tweaked and adjusted if cooldowns and limits became part of the grander plan (for example, how to handle no huddle), but I think these sorts of constraints deserve a fair chance to be discussed and tried out in test grounds like House Rules.

Let me know what you think, I’m genuinely interested in what you all have to say on this topic.

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  1. Not for Franchise mode. Not that I use the same plays over and over but I want to be able to play my Franchise how I want to play it. The less limitations the better IMO when it comes to Franchise.
    This is not an issue with the defensive AI (though that's an issue), this is also an issue with the offensive AI...
    I should be allowed to call the same play 3 times in a row, but I want different results.
    For example, when I call double slants three times in a row, I don't want to see all receivers cross at the same point on the field all three times. Give me some variety when it comes to guys getting checked off the line or heck even a rookie/young player running the wrong route. A low OVR player also should not mimic the movements or look that someone like Julio Jones or DeAndre Hopkins does, that's ridiculous and happens all the dang time.
    Variety in the same play is what solves this issue. By not allowing me to call the same play you're just completely neglecting what actually happens on the football field and passing by a big opportunity to make the game more organic and fun.
    maddens AI simply needs to be smarter. for years, madden has not made adjustments to the cpu strategy. madden doesnt feel organic, like the better sports games. 
    call the same play in NBA 2k and the AI shuts it down or starts double teaming your guys. if I am swinging at change ups too much, the cpu show pitcher in MLB The Show abuses me. but when I play correctly and make my adjustments, hitting an HR or figuring our how to pass out of the double team feels great. I just never get that feeling with madden. 
    I just feel EA as a whole makes up for quality AI with fluff.. fluff sells. for example, when you play your first game of NHL any year, there is a goal that gets reviewed for a high stick knocking the puck in. EVERY YEAR. it is designed to Wow! you. if looks cool the first time. but after 3years, you realize it is simply programmed in as fluff. If you want to WOW someone, create a great AI.. 
     
    by designing a smart AI, people will be compelled to play your game. 
    I posted this elsewhere but instead of a cool down...it's more realistic to integrate a ratings adjustment to using the same play too often. If an offensive play is used multiple times then there are penalties to certain ratings.
    On offense, if you call a play more than twice in a row your players fatigue is multiplied and your player awareness drops to simulate the effects of stagnation, perhaps BCA takes a hit and Release or route running as well. Meanwhile the defense gets a bonus to awareness and recognition and perhaps coverage, shedding get a bonus.
    For the defense calling repeated plays the opposite occurs with offense getting smarter/stronger and defense suffering.
    The level increases each time the play is repeated with a cool down decreasing the level every couple plays til it returns to normal.
    To give this a franchise long term affect, you call a play repeatedly, your players don’t earn XP for those plays. Kinda, simulating a system where even great team can suffer if they become dependent one thing and “system players”. This will add another level to game planning in franchise.
    I have to agree with Radja. If you play the show and swing at everything the game picks you apart. If you run PnRs a bunch on 2k the computer will try to guard it different.
    I remember the 360 NCAA and Madden having the adaptive AI promoted. I remember the NCAA games specifically adapting to what I was doing. The read option was about the only deadly play at the end. If you would of told me 10 years ago this wouldn’t have grown more I would have laughed at you.
    I don’t want cool downs, I don’t want additional situations generated by the game maker because their game can’t keep up. Online, fine. If it’s an option that uses little resources fine. Online or head2head is a mess anyway.
    Gambo
    I posted this elsewhere but instead of a cool down...it's more realistic to integrate a ratings adjustment to using the same play too often. If an offensive play is used multiple times then there are penalties to certain ratings.
    On offense, if you call a play more than twice in a row your players fatigue is multiplied and your player awareness drops to simulate the effects of stagnation, perhaps BCA takes a hit and Release or route running as well. Meanwhile the defense gets a bonus to awareness and recognition and perhaps coverage, shedding get a bonus.
    For the defense calling repeated plays the opposite occurs with offense getting smarter/stronger and defense suffering.
    .

    For offensive play repetition, I can see a mechanic where as a play is repeated more frequently, the defense sees more and more of the offensive play artwork pre-snap (when you bring up the artwork screen via L2). The number of snaps needed to "unlock" all the art dictated by the AWR of your MLB (the "field general" of the defense) or perhaps the team's defensive captain (giving some meaning to that role).
    For defensive play repetition, I could see a function where all or part of the defense's play call artwork shows up the more a defensive play is repeated (the number of times it takes for a play to be repeated would vary based on the awareness of the QB for coverage and C for linemen/blitzers).
    The question, is how do you program it so that the CPU team "sees" the same thing? I suppose you could boost Awareness (which helps consistency) and perhaps play rec - but it would be a tricky thing to implement.
    Cardot
    I would prefer EA address the root issue. *Bandaids generally create new issues....which leads to more bandaids. *Vicious cycle. *

    Agreed, but the real issue is the legacy coding is probably the leading issu in the game, that is why we probably see bandaids all over the place.
    Madden 20 finally introduced vast improvements to gameplan playcalling, whereas users could select up to 30 plays per-situation and they would show up appropriately under both pass or run playcall windows. After a specific play is called, it already automatically disappears from the gameplan under that situation, until it comes up again and another play has already been selected.
    I would not like to see any change ("cool down") that could possibly bug out this system for me personally. Ea did a bang up job with this feature. However, if they make it optional, I have no problem with it as I do believe it could have it's place in H2H mode, to negate the effectiveness of some players who do nothing but lab money plays that take advantage of the limitations of some of the defensive coverages from a programming perspective.
    In offline CFM, I would prefer greater CPU coaching awareness, as I've mentioned numerous times in other posts, where the defensive would actually gameplan and attempt to take away your strengths, including repetitive playcalling.
    In my humble opinion, I would rather see EA spend more time adding and improving team playbooks. I would also like to see the generic books be available for custom playbooks. Either sprinkle the unique plays found in them into the regular books, or have them show up when in the custom playbook formation selection screen.
    hoosierbengal
    Not for Franchise mode. Not that I use the same plays over and over but I want to be able to play my Franchise how I want to play it. The less limitations the better IMO when it comes to Franchise.

    It wouldn't be mandatory
    underdog13
    As an option? sure.
    Tbh I'd love the CPU to not be able to call four verts due to a cool down.
    Sent from my SM-G965U using Tapatalk

    That's certainly an intriguing aspect I had not thought about, if it helped diversify the CPU somehow that would also be nice.
    saintrules
    This is not an issue with the defensive AI (though that's an issue), this is also an issue with the offensive AI...
    I should be allowed to call the same play 3 times in a row, but I want different results.
    For example, when I call double slants three times in a row, I don't want to see all receivers cross at the same point on the field all three times. Give me some variety when it comes to guys getting checked off the line or heck even a rookie/young player running the wrong route. A low OVR player also should not mimic the movements or look that someone like Julio Jones or DeAndre Hopkins does, that's ridiculous and happens all the dang time.
    Variety in the same play is what solves this issue. By not allowing me to call the same play you're just completely neglecting what actually happens on the football field and passing by a big opportunity to make the game more organic and fun.

    This is a good point. I agree with the general sentiment. I also think one issue is that -- at least for H2H -- a lot of competitive peeps don't want random variance like that. It's another one of those things where there will have to be a reckoning at some point in terms of where sports games overall go for competitive play vs. the advancement of the "realism" of the sport.
    Cardot
    I would prefer EA address the root issue. *Bandaids generally create new issues....which leads to more bandaids. *Vicious cycle. *

    Again, no disagreement, but this is more a question about band-aids.
    Radja
    maddens AI simply needs to be smarter. for years, madden has not made adjustments to the cpu strategy. madden doesnt feel organic, like the better sports games.*
    call the same play in NBA 2k and the AI shuts it down or starts double teaming your guys. if I am swinging at change ups too much, the cpu show pitcher in MLB The Show abuses me. but when I play correctly and make my adjustments, hitting an HR or figuring our how to pass out of the double team feels great. I just never get that feeling with madden.*
    I just feel EA as a whole makes up for quality AI with fluff.. fluff sells. for example, when you play your first game of NHL any year, there is a goal that gets reviewed for a high stick knocking the puck in. EVERY YEAR. it is designed to Wow! you. if looks cool the first time. but after 3years, you realize it is simply programmed in as fluff. If you want to WOW someone, create a great AI..*
    *
    by designing a smart AI, people will be compelled to play your game.*

    I agree with this for sure. However, I do think the NBA 2K aspect is slightly overplayed. The double teaming happens but it's very easy to beat. It also doesn't always seem to make sense when it happens. For something like MLB The Show, that pitch concept definitely happens, but that's a very controlled situation in a 1 on 1 battle. It's a little simpler to make something like that work. I don't say that to make it matter less, just that it might be a little easier to tune.
    Regardless, I agree that the AI needs to be better and more dynamic. This curiosity stems originally from just H2H play, so I was just curious about how folks felt about it overall as well.
    scottyo60
    I have to agree with Radja. If you play the show and swing at everything the game picks you apart. If you run PnRs a bunch on 2k the computer will try to guard it different.
    I remember the 360 NCAA and Madden having the adaptive AI promoted. I remember the NCAA games specifically adapting to what I was doing. The read option was about the only deadly play at the end. If you would of told me 10 years ago this wouldn’t have grown more I would have laughed at you.
    I don’t want cool downs, I don’t want additional situations generated by the game maker because their game can’t keep up. Online, fine. If it’s an option that uses little resources fine. Online or head2head is a mess anyway.

    Yeah, again, I'm not trying to say this should be mandatory. I was just wondering if it were an option, would you use it and why or why not. Adaptive AI needs to be better.
    Gambo
    I posted this elsewhere but instead of a cool down...it's more realistic to integrate a ratings adjustment to using the same play too often. If an offensive play is used multiple times then there are penalties to certain ratings.
    On offense, if you call a play more than twice in a row your players fatigue is multiplied and your player awareness drops to simulate the effects of stagnation, perhaps BCA takes a hit and Release or route running as well. Meanwhile the defense gets a bonus to awareness and recognition and perhaps coverage, shedding get a bonus.
    For the defense calling repeated plays the opposite occurs with offense getting smarter/stronger and defense suffering.
    The level increases each time the play is repeated with a cool down decreasing the level every couple plays til it returns to normal.
    To give this a franchise long term affect, you call a play repeatedly, your players don’t earn XP for those plays. Kinda, simulating a system where even great team can suffer if they become dependent one thing and “system players”. This will add another level to game planning in franchise.

    I like a lot of this Gambo. It's probably a more in-depth fix/change that would need to be displayed to the gamer somehow visually -- more than something like cooldowns/limits -- but it's for sure another option. I do still wonder if certain "money" routes and plays would still be effective because certain routes are just very good no matter what unless you pick like the super specific coverage (for example, with corner routes this year).
    JoshC1977
    For offensive play repetition, I can see a mechanic where as a play is repeated more frequently, the defense sees more and more of the offensive play artwork pre-snap (when you bring up the artwork screen via L2). The number of snaps needed to "unlock" all the art dictated by the AWR of your MLB (the "field general" of the defense) or perhaps the team's defensive captain (giving some meaning to that role).
    For defensive play repetition, I could see a function where all or part of the defense's play call artwork shows up the more a defensive play is repeated (the number of times it takes for a play to be repeated would vary based on the awareness of the QB for coverage and C for linemen/blitzers).
    The question, is how do you program it so that the CPU team "sees" the same thing? I suppose you could boost Awareness (which helps consistency) and perhaps play rec - but it would be a tricky thing to implement.

    And JoshC sort of discusses how you might display this to a gamer from a visual perspective. But yeah, you're not going to have the CPU "usering" something when they see it in such an obvious way. But I think you can cheat it well enough with the ratings tweaks mentioned by Gambo.
    edgevoice
    Madden 20 finally introduced vast improvements to gameplan playcalling, whereas users could select up to 30 plays per-situation and they would show up appropriately under both pass or run playcall windows. After a specific play is called, it already automatically disappears from the gameplan under that situation, until it comes up again and another play has already been selected.
    I would not like to see any change ("cool down") that could possibly bug out this system for me personally. Ea did a bang up job with this feature. However, if they make it optional, I have no problem with it as I do believe it could have it's place in H2H mode, to negate the effectiveness of some players who do nothing but lab money plays that take advantage of the limitations of some of the defensive coverages from a programming perspective.
    In offline CFM, I would prefer greater CPU coaching awareness, as I've mentioned numerous times in other posts, where the defensive would actually gameplan and attempt to take away your strengths, including repetitive playcalling.
    In my humble opinion, I would rather see EA spend more time adding and improving team playbooks. I would also like to see the generic books be available for custom playbooks. Either sprinkle the unique plays found in them into the regular books, or have them show up when in the custom playbook formation selection screen.

    This is good to know. I also agree team playbooks should get more love. Some of the best updates this year have been the team playbooks, and it would be great to get more of them all the time. A lot of people simply don't use a lot of the playbook(s) because they feel a lot of the plays are ineffective. So along with improved playbooks we would need more diversified success stories. Certain playbooks are simply more "meta" than others right now, which isn't unique to Madden as the same thing applies to NBA 2K, but it's still something the devs would need to approach. I also wonder how quickly the Madden team can turnaround playbooks as it does seem like the architecture there is maybe a little archaic and slow.
    Chase to answer I would not. I coach middle school football as an offensive coordinator just for fun. Certainly not the downfield stuff Madden sees. However the whole playbook is open and within football reasons can be ran. I would not want a game to limit that.
    if they give give us this option, then they might as well implement a tecmo bowl type system. 
    Basically every offensive play has a counter  defensive play. 
    Id say if a certain play is called a certain number of times, then the defense should automatically  get a number  of defensive plays to stop said play.    this would be a better way to make defensive adjustments.
    JMD
    Right now it is mandatory . if you want to play the solo battles in MUT you must use this , no way around it.

    Are you serious??? I get it for H2H and I thought that was the purpose to it. I get bored playing against the CPU constantly in MUT because it’s just not fun. I only use solo battles to help build my team before hitting up competitive play and I’ll usually go to plays I know work because I just want to get the challenge over with. If they’re going to do this in solo battles and/or challenges in MUT then at least make the rewards better for playing H2H earlier on so I can just build my team that way and skip solo battles all together. It’s stupid they added it without the option to turn it off for a solo mode.
    As an option? Yes. The system I would use is a guess the play or concept. If a team runs the same offensive play alot and you know what it is, there would be a mechanic similar to run or pass commit but for specific plays. After every play you can see what you ran and what your opponent ran. This gets thrown onto a list. On the play select screen you can guess the opponents play and get a suggestion based on that play that would most likely shut it down. Also defensive players get a play recognition and awareness boost if you guess right. So essentially if you run a super basic offense with very little variety in play calling your opponent will eventually be in a better position to shut you down. Of course if the defense guesses wrong they get a hit in awareness and play recognition along with not having the best defensive play to handle what the offense is doing. This would give it more of a chessmatch feel where the defense has to pay attention to what plays are being called and the offense is forced to mix up play calling without arbitrarily being forced to by the game. I hope this makes sense.
    Sent from my LM-Q720 using Tapatalk
    edgevoice
    Madden 20 finally introduced vast improvements to gameplan playcalling, whereas users could select up to 30 plays per-situation and they would show up appropriately under both pass or run playcall windows. After a specific play is called, it already automatically disappears from the gameplan under that situation, until it comes up again and another play has already been selected.
    I would not like to see any change ("cool down") that could possibly bug out this system for me personally. Ea did a bang up job with this feature. However, if they make it optional, I have no problem with it as I do believe it could have it's place in H2H mode, to negate the effectiveness of some players who do nothing but lab money plays that take advantage of the limitations of some of the defensive coverages from a programming perspective.

    This. I would be fine with it as an option, but only if we can be reasonably sure it won't introduce errors into custom gameplans. Even a regression to the 19-and-earlier state (where we had to very carefully use some very tedious workarounds to get the star rating system to work even close to what was expected) would be unacceptable.
    In Madden 20, I can build a full custom gameplan in a custom playbook (and have it work properly) in less than an hour. In previous versions, this was easily an 8 hour process, and the reliability after those 8 hours was sketchy.
    I consider custom playbooks and gameplans to be a core feature of CFM. Any changes to CFM need to prioritize the correct functionality and usability of that feature first and foremost.
    underdog13
    As an option? sure.
    Tbh I'd love the CPU to not be able to call four verts due to a cool down.
    Sent from my SM-G965U using Tapatalk

    Yes, i want that. And like he said there is nothing that stop us/them for doing this optional as most of things should be. Best of all worlds. You like it, you turn it on, you don't you leave it off. simple
    As a commish for a 32 man league, 1000 times YES! We have those sim rules you mentioned and one is the number of times a play can be called in a game. This would be perfect for sim leagues like mine.
    Sent from my SM-N960U using Tapatalk
    hoosierbengal
    Not for Franchise mode. Not that I use the same plays over and over but I want to be able to play my Franchise how I want to play it. The less limitations the better IMO when it comes to Franchise.
    That's why it would be an OPTION. But this feature is a MUST for those of us who play online franchise.
    Sent from my SM-G965U using Operation Sports mobile app
    rams6164
    As a commish for a 32 man league, 1000 times YES! We have those sim rules you mentioned and one is the number of times a play can be called in a game. This would be perfect for sim leagues like mine.
    Sent from my SM-N960U using Tapatalk
    This part of the feature being able to limit the number of times I can see being useful for leagues like yours that have a hard cap on number of times a play can be called. I personally don't like either for franchises because as long as you have a good steady group of owners it shouldn't be much of a problem. But I think it has the potential to take away a big part of the strategy of playcalling. For example I love out of single back Ace setting up the dive with a few stretch runs. I'll run 2,3, sometimes 4 stretch runs out of that formation mixed in to my playcalling and then come out in the same formation and call a dive. Usually they'll be thinking about the stretch run and often times spread their line or linebacker and cheat the user to the outside opening a big gain up the middle.
    I usually call most of my plays with the purpose of setting up something else out of the same look for a big gain. With the playcalling limits or cooldown periods it can take that strategy out if they know you're not a threat to run that play during the cooldown or you've used up the number of times you can call the set up play. I guess it just depends on how low you set the limit at. I still don't like the cooldown periods for franchise though.
    I do like the feature for MUT and regular online h2h though, they may actually make those modes playable for me again knowing I don't have to face the same meta offensive and meta defensive playcalls all game.
    Sent from my SM-G975U using Tapatalk
    scottyo60
    Chase to answer I would not. I coach middle school football as an offensive coordinator just for fun. Certainly not the downfield stuff Madden sees. However the whole playbook is open and within football reasons can be ran. I would not want a game to limit that.

    We’ve been screaming for years for Coordinators to be in the game and have a tangible “differential” impact on the field during gameplay.
    There’s a lot of framework for Coordinators already in the game, but gamers are going to have to give up some play calling control for the role of Off/Def Coord’s to matter.
    The Users overall “God-view” (not just camera) over the entire game is the issue fracturing and impacting Maddens experience no matter what mechanisms are injected, and how well.
    Every year since CFM, Devs have always spoke of greater “User Control” and the Madden User base is still craving for more control.
    Each year the “AI” on-field wise, has had to relinquish aspects to facilitate greater User Control (ie God-view)...
    - win-chance
    - animation triggering
    So for something as wanting as Off/Def Coord’s, asking the User to relinquish some control of Playbooks/Play Calls back towards the AI is a hard ask, and even greater, a hard to do probably for many Users.
    They could just make non-user controlled AI get significant awareness boosts if a user spams the same play. I don't know if that will fix the problem, but it could help.
    As someone who is a football fan before a Madden fan, however, I don't do idiotic, unrealistic play-calling anyway, so it shouldn't affect me either way.
    khaliib
    We’ve been screaming for years for Coordinators to be in the game and have a tangible “differential” impact on the field during gameplay.
    There’s a lot of framework for Coordinators already in the game, but gamers are going to have to give up some play calling control for the role of Off/Def Coord’s to matter.
    The Users overall “God-view” (not just camera) over the entire game is the issue fracturing and impacting Maddens experience no matter what mechanisms are injected, and how well.
    Every year since CFM, Devs have always spoke of greater “User Control” and the Madden User base is still craving for more control.
    Each year the “AI” on-field wise, has had to relinquish aspects to facilitate greater User Control (ie God-view)...
    - win-chance
    - animation triggering
    So for something as wanting as Off/Def Coord’s, asking the User to relinquish some control of Playbooks/Play Calls back towards the AI is a hard ask, and even greater, a hard to do probably for many Users.

    What about head coaches who call their own plays?
    I am for Options in all modes. As for competitive, I feel there should be no limits as it would be up to the competitor to stop what the opponent is calling. This leads to what I feel is the real issue - The use of plays with little to no effective stopping ability; the meta plays. Which all video games have, and games like World of Warcraft adjust skill abilities constantly to change metas and force players into trying new skills and character builds.
    M20 made serious errors in removing the post huddle walkup; at least against the CPU is takes away most all the time to read and react, adjust a defense to the offense - this gives incentives to find AI busting plays and just running the meta over and over. The limited time on defense to adjust takes away from the fun factor. BUt I digress.
    The problem with Madden is in its code. Limits to game play call frequency is a band-aid. If a cooldown was put into effect, the top players would just script 5 or 6 plays and a new meta will form.
    Requiring more plays to be called leads to fewer usable playbooks. In MUT now we have a top select playbooks - Dolphins and Giants are probably the best 2 on defense (3-4 base) as 4-3 is trash at stopping the run (you can spread DL and pinch Lbs, but we have 3-4 Odd so why?). Then on offense we have Raiders, Patriots, Dolphins, and Saints. Again, these books have formations with route combos that rip apart AI on defense. So, instead of limiting plays, how about some more variety on defense?
    Will have the Curl/Flat, Seam/Flat, Cloud/Flat, Soft Squat, etc. we know the zones. The Soft/Squat can be beat with a simple Smash concept (stick route & flat under). The Curl/flat can also be disrupted with similar corner flood concepts. We could use zones logic where we the user can weight how much we want our defender to focus on a particular part of the zone logic.
    So, if I run a Curl/Flat, and I am looking at 3rd and 10, I can cover 2 man under, or I can outside 3rd my CB so he won't get sucked under, for example. But how about having and over/under type of system that tells my defender not to get sucked down? Maybe I want that Hard/Flat to play safe on 1st and 10 but if the receiver is over top, there may need to be logic to address not giving up the deep route.
    What I am trying to say is - Zone logic is very limited. The options on defense are too limited in relation to what the offense can do, and in fact, the offense is limited so as not to be even more over-powered. Work needs to be done to make defense effective and easily useable by the user when they see an adjustment they wish to perform.
    Pattern-Matching defense is a complex system, and many coaches run variations. Logic to pattern matching can change, from what I have studied, based on the needs for defending a given opponent and their tendencies. EA and Madden need to work less on limits, and more on how to make the defense more flexible for the user.
    XtremeDunkz
    Yes. My league limits plays in this way as a rule. Twice a game on offense and 6 a game on defense. This will make it much easier to enforce.

    I always wanted to play this way , at some point i was writing what play i called to not call it again during the game but it was to slow and game took too long. This will be like my dream come true.
    booker21
    I always wanted to play this way , at some point i was writing what play i called to not call it again during the game but it was to slow and game took too long. This will be like my dream come true.

    I did this too, and enjoyed it but stopped for the same reason - writing was too interruptive and takes too long.
    Would be a nice option to have. It certainly helps limit broken plays in player vs player match ups in franchise mode. Concerning the CPU though, it doesn't really fix anything. The primary issue with CPU play-calling is how unintelligent it is and how the CPU has very poor situational awareness when it comes to play-calling. Old coding that hasn't been updated in a long time.
    khaliib
    We’ve been screaming for years for Coordinators to be in the game and have a tangible “differential” impact on the field during gameplay.
    There’s a lot of framework for Coordinators already in the game, but gamers are going to have to give up some play calling control for the role of Off/Def Coord’s to matter.
    The Users overall “God-view” (not just camera) over the entire game is the issue fracturing and impacting Maddens experience no matter what mechanisms are injected, and how well.
    Every year since CFM, Devs have always spoke of greater “User Control” and the Madden User base is still craving for more control.
    Each year the “AI” on-field wise, has had to relinquish aspects to facilitate greater User Control (ie God-view)...
    - win-chance
    - animation triggering
    So for something as wanting as Off/Def Coord’s, asking the User to relinquish some control of Playbooks/Play Calls back towards the AI is a hard ask, and even greater, a hard to do probably for many Users.

    You touched on one of the main reasons I build custom playbooks and gameplans. After building my gameplan from my main playbook, I save that file as a new book and only bring my gameplan into the game itself. Afterall, have we ever seen a coach bring his entire playbook to the actual game? From there, I only choose from plays that situationally appear under the Run/Pass playcall windows. Also, once a play is selected, it automatically disappears temporarily from being chosen, until another play in that particular situation is selected. Therefore, a form of "cooldown" is already built into this feature, if one decides to use it.
    Having said that, if this is a feature that many feel would enhance their gameplay experience, I see no issue with it being made an option. Again, my concern is that, even with a toggle, this may trigger unintended or unavoidable consequences with the form of playcalling I've illustrated above.
    Option to Play with Cooldowns? YES. Though I'd say more so this should only be specific to Online Play to avoid the repetitiveness of online players using the same play over and over. Within online Franchise, only the Commissioner can turn it on or off at any point of the season but no limits when it comes offline vs the CPU.
    They should tweak the Play Recognition rating to better reflect how players respond on the field when seeing the same play. Example, Ray Lewis stuffing Darren Sproles on a 4th & 2 in 2009 leading to a Ravens win over the Chargers. They ran the same play in the game earlier, Ray missed the tackle. On 4th & 2 they ran it again but this time Ray was ready because they ran the play earlier in the game. The higher the play recognition, the better they will be able to sniff out the same play from earlier in the game. It also would allow you to take advantage of rookies where their play recognition is low entering the league but as they develop it increases.

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