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Most Requested Madden Community Requests & How They Were Improved

Madden NFL 18

Most Requested Madden Community Requests & How They Were Improved

EA has posted a new Madden NFL 18 blog, going over the most requested Madden community requests and how they were improved. These improvements include off-ball injuries, the “Swerve”, low rated quarterbacks, slower players catching faster player and much more. Give it a read and post your thoughts.

  • Off-Ball Injuries
    • When playing Simulation, players not directly involved in the tackle can be injured. This includes offensive and defensive linemen. You’ll want to stay on top of the injury report. When an off-ball injury occurs, you won’t see an injury animation on the field – only the injury notification under the scoreboard. In some cases, you may see the injury notification after the play, but before the sideline can report on the severity of the injury. The player may have already returned to the game.
  • Ballhawk Skill Mechanic
    • Users on defense can no longer hold ‘Y’/Triangle for the entire play on defense and expect to make the interception. Ballhawk is now a timing-based skill. If the button is held down or pressed for too long, the defender will receive a heavy penalty to his chance of making the catch, and will likely drop the ball. You’ll see a user-skill notification pop out of the scoreboard to tell you if the mechanic was timed correctly or not. Quarterbacks can also fake out user defenders holding ball hawk with a pump fake.
  • Hit Stick Skill Mechanic
    • Hit Stick has been moved back to be exclusively on the Right Stick. Defenders will no longer be able to use the Aggressive Tackle mechanic on X/Square to land hit sticks. It’s now based on timing and facing angle, with more risk and reward. It also brings back the ability for low, or high hit sticks by flicking the stick down or up respectively. Landing a hit stick will be accompanied by a controller-rumble and unique tackle audio.
  • Ball Carrier Special Moves
    • Every one of the ball carrier special moves – such as Juke, Spin, and Hurdle – has been updated in Madden 18. The moves are faster and more efficient. The moves are also less punitive in terms of fumble chances and, most importantly, user-controlled players on defense can now be faked out as effectively as AI-controlled players, especially when attempting to Hit Stick.
  • Dropped Interceptions
    • Dating back many years, one of the top competitive complaints was around defenders dropping wide open interceptions. With the Competitive Game Style, if your defender has a good Catch rating and is open, there will be a significantly higher chance the interception will be caught. Keep in mind, you’ll still see dropped interceptions in this scenario if the defender’s Catch rating does not meet the threshold. Catches in traffic can also still result in dropped picks.
  • The Swerve
    • Last year, an exploit was uncovered that allowed receivers to “swerve” defenders out of position to play the ball. The team has fixed several assignment and positioning issues to ensure that this tactic is no longer effective. Defenders will play the ball effectively, instead of locking in with the receiver.
  • Curl Flat Zones
    • Another top community request was Curl-Flat (purple) zones. Curl-Flats would crash to the flats and leave deeper routes open down the sideline. We implemented a new rule called “No Cover Zone,” where underneath defenders won’t jump routes five yards and under.
  • Fumble Recovery
    • A big legacy issue we focused on was fumble recoveries. We eliminated the extended piles where nobody can recover the ball. You will see much faster reactions to the ball on the ground, and players have an improved ability to grab the ball when it gets close to their hands.
  • User-controlled LBs
    • Users controlling a linebacker were able to take away most routes over the middle of the field in the past. We made some alterations to defender run curves and turn rates to ensure that only elite defenders are capable of making these types of plays. Lower-rated defenders will not be able to take away the middle of the field as effectively.
  • RAC Drops
    • Dropped open RACs was one of the biggest technical issues we dealt with on Madden 17. Our online team worked on this area extensively with the gameplay team to ensure the problem is resolved in Madden 18. We also did a lot of tuning to the organic knockout system, to ensure fewer cases of dropping a catch due to collision once the ball has been secured. Our QA team has spent countless hours of online testing to ensure we deliver expected outcomes.
  • Hard Flat Zones
    • The community stated that they wanted hard flats to play the flats more aggressively. We did some work on their logic so they do a better job of reading the route progression and taking away throws to the flats.
  • AI Defenders Swat vs. INT
    • Another top competitive community request was to remove outcomes where defenders would swat down what would have been an easy interception. On Competitive only, defenders will now always go for the INT on an open read on the ball.
  • Directional Control of RAC Catches
    • Since the implementation of the RAC catch, a player running out of bounds on a throw to the flat was a common occurrence. This year, we added branch out windows that allow you to steer the exit angle of your RAC catches. Simply push the left stick in the direction you want to exit the catch while in the RAC animation. Throwing towards the sidelines, push up on the left stick during your catch to immediately turn upfield and avoid running out of bounds.
  • Size and Weight Factor
    • The formula used to determine the outcomes of Hit Sticks and impact blocks will now use weight and momentum of the players involved in the interaction. You will see far less instances of smaller players successfully landing a hit stick on bigger ball carriers, or wide receivers impact blocking bigger linebackers, especially when not moving with enough speed to make a big hit.
  • OT in Play Now Games
    • Offline Play Now games now use playoff OT rules rather than regular season OT rules.
  • Low-Rated QB Accuracy
    • Complaints about lower-rated QBs being too accurate have been addressed with a new inaccuracy system. Expect to see more inaccurate throws from lower-rated QBs, especially on simulation play style. These inaccurate passes have new placement modelling, ensuring you will see a wider variety in how throws are missed.
  • Defense in Practice Mode
    • When a user is on defense, in Practice, the AI will not snap the ball if it senses the user making defensive adjustments. This gives plenty of time to practice exotic defensive setups without having to be worried about the AI quick-hiking them.
  • Slower Players Catching Faster Players
    • The game in the past could create scenarios where ball carriers on breakaway runs could be caught from behind by defenders with lower speed. We were able to solve this long-standing legacy issue with some key changes to defensive run curves and stamina.
  • Position Specific Defensive Hot Routes
    • The hot routes available for defenders at the LOS are now position specific to each player on the field. Users should now see defensive hot routes that make sense for the position they are hot routing. This change provides a variety of new tools they can use to adjust their defenders when at the LOS. A breakdown of the new defensive hot routes on a per position basis is shown directly below.
      • Notes – If a safety is subbed in via formation package, or formation sub to an outside cornerback position, he will get the outside cornerback hot route set.
      • If by alignment an outside cornerback was to align inside over a slot receiver, he is considered a slot DB. Therefore, he’ll get the slot defensive back hot route set.
    • Defensive Hot Route Key By Position
      • Outside DB
        • Outside Third Deep Zone (Cover 3 Deep Outside Deep Zone)
        • Cloud Flat
        • Hard Flat
        • Soft Squat
        • Man Coverage
        • Blitz
        • Deep Half Zone (Cover 2 Invert zone)
        • Outside Quarter Deep Zone (Outside Cover 4 Deep Zone)
      • Slot DB
        • Seam Flat
        • Vertical hook
        • Hard Flat
        • Curl Flat
        • Man Coverage
        • QB Spy
        • Blitz
        • Bluff Blitz
      • Deep half safety
        • Deep Half Zone (Cover 2 Deep Zone)
        • Hook Curl
        • Inside Third (Cover 3 Middle Deep Zone)
        • Curl Flat
        • Man Coverage
        • Blitz
        • QB Spy
        • Inside Quarter Zone (Inside Cover 4 Deep Zone)
      • Deep middle safety
        • Deep Middle Third Zone (Cover 3 Middle Deep Zone)
        • Middle Read Zone
        • Outside Third Deep Zone Left
        • Deep Half Left
        • Man Coverage
        • Blitz
        • Outside Third Deep Zone Right
        • Deep Half Right
      • Inside linebacker
        • Middle Third Deep Zone
        • Middle Read
        • Hook Curl
        • Curl Flat
        • Man Coverage
        • Blitz
        • QB Spy
        • Bluff Blitz
      • Outside linebacker and four-man line DE
        • Seam Flat
        • Vertical Hook
        • Hard Flat
        • Curl Flat
        • Man Coverage
        • Blitz
        • QB Spy
        • Bluff Blitz
      • Defensive tackles and three-man line
        • Vertical Hook Left
        • Vertical Hook Right
        • Hook Curl Left
        • Hook Curl Right
        • Man Coverage
        • Blitz
        • QB Spy
        • Bluff Blitz
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Discussion
  1. A lot sound great, glad to hear them and see progress on a lot of these legacy issues.
    I did a CTRL+F for "wind" and, unfortunately, nothing turned up. Hoping that the wind bugs in CFM, a bug that has been in the game for 5 or 6 years (that I've reported with video/screenshots every year) has been fixed. I'm just really tired of playing every game in extreme wind where you can kick 65+ field goals one way, but can't kick 40 yard field goals the other way, in every game, and having wind blow endzone to endzone in every game. I'd rather just have the option to turn wind off altogether in CFM because I'd rather play with no wind than with hurricane-force winds in every game.
    "Low-Rated QB Accuracy" sounds great and I'm hoping for more harmless incompletions. In Madden in the past, incompletions were almost always contested... Batted down by a defender, dropped INT, or dropped by a WR. They'd very rarely bounce harmlessly off a player's body or, more commonly in real life, just miss the WR. The majority of incompletions in the real game are harmless incompletions, missed passes behind or too far from a WR, not a drop or batted ball. Hoping that this expands here.
    Bummed about the wind factor in CFM, but maybe that'll get addressed in the CFM blog.
    Interested to see if the QB inaccuracy note is actually legit. They've talked about this for years and it's never been functional, but if it was that would be game-changer. The relatively high QB accuracy ratings that we have seen so far make it tough to think this will matter with most starters, but for backups this will be big. Especially for CFM leagues.
    I like the part about fumbles just laying there in 17 and being ignored, especially by the fumbler! Time will tell as to if this plays better. While they mention being penalized less for special moves, I don't think they mention stiff arms. Just about every time in 17 I stiff arm with a modifier, I fumble. I hope that's better this year.
    With off ball injuries, I wonder what make this so difficult to see on the field. APF had this and it was one of the cooler things about the game.
    Rocky
    With off ball injuries, I wonder what make this so difficult to see on the field. APF had this and it was one of the cooler things about the game.

    Legacy coding?
    l8knight1
    I like the part about fumbles just laying there in 17 and being ignored, especially by the fumbler! Time will tell as to if this plays better. While they mention being penalized less for special moves, I don't think they mention stiff arms. Just about every time in 17 I stiff arm with a modifier, I fumble. I hope that's better this year.

    I hate to tell you this but if I recall correctly there is no precision stiff arm. using the modifier+the stiff arm button was actually the combo used for celebrating. you were fumbling because you were celebrating, not doing a stiff arm.
    BleedGreen710
    I hate to tell you this but if I recall correctly there is no precision stiff arm. using the modifier+the stiff arm button was actually the combo used for celebrating. you were fumbling because you were celebrating, not doing a stiff arm.

    Too funny. I will lab for myself. Still, used regular stiff arms repeatedly with little effect overall. Stiff arms used to be really fun.
    With the Competitive Game Style, if your defender has a good Catch rating and is open, there will be a significantly higher chance the interception will be caught.

    I wonder why this is exclusive to Competitive mode. Wide open and good catch rating should result in an interception more times than not I would think.
    deiied
    I wonder why this is exclusive to Competitive mode. Wide open and good catch rating should result in an interception more times than not I would think.

    honestly i think this is sorta where confusion is coming in when they talk dif styles currently. This statement sounds like higher catch rating in comp mode would = higher chance of int.
    But then someone asked rex if thats how it is in comp mode, what about sim mode. He said its based purely on ratings....... both sounds about the same to me ... i dunno
    howboutdat
    honestly i think this is sorta where confusion is coming in when they talk dif styles currently. This statement sounds like higher catch rating in comp mode would = higher chance of int.
    But then someone asked rex if thats how it is in comp mode, what about sim mode. He said its based purely on ratings....... both sounds about the same to me ... i dunno

    The only thing that I can think of is that both modes are ratings based. The difference is that sim mode applies a "luck" factor to each outcome and Competitive would not
    Richard Sherman wide open catch rating = 85;
    Competitive mode = 85% chance of catching it.
    Sim mode = 85 * .5 = 42% chance of catching it.
    They give us just enough information for us to infer, confuse but not answer questions.
    A lot of these seem like competitive fixes but there are some really good one's that I like.
    Low-Rated QB Accuracy
    A little worried just because they worded it Low-Rated QB Accuracy because I think it needs to be toned down across the board but if this hits then this will by far be my favorite thing. I got so sick of giving up 20-25 games to mid-tier QB's and having all incompletions come from throwaways, dropped picks and QB hits.
    Off-ball Injuries
    This is great and I especially like the part about no injury animations on the field. I actually think the majority of injuries should be handled this way.
    Ball Carrier Special Moves
    Really like this as well. The ball-carrier moves overhaul last year fell pretty flat. I've been playing the older Madden's recently and I loved the moves in those games.
    deiied
    The only thing that I can think of is that both modes are ratings based. The difference is that sim mode applies a "luck" factor to each outcome and Competitive would not
    Richard Sherman wide open catch rating = 85;
    Competitive mode = 85% chance of catching it.
    Sim mode = 85 * .5 = 42% chance of catching it.
    They give us just enough information for us to infer, confuse but not answer questions.

    I don't really see the confusion, they're just removing some of the randomness from competitive mode. A bad pass to an open defender will more frequently be intercepted. In sim, it'll be closer to a ratings-based approach and the potential for a drop is higher.
    mestevo
    In sim, it'll be closer to a ratings-based approach and the potential for a drop is higher.

    The confusion, for me, IS the randomness factor. If a cornerback has a 90 catch rating and is wide open for an interception, what variables come into play to why he would drop it?
    I would be thrilled to find out that their stats team scoured years of interceptions rates and created a formula based on drop percentages and apply that as the "random" factor.
    The fact that they obfuscate the algorithm contributes to my confusion. How is their random variable based in reality?
    Most of these don't seem like they'd affect a player such as myself, but I do applaud them for recognizing and trying to correct these issues. Hopefully they make the difference.....
    l8knight1
    Too funny. I will lab for myself. Still, used regular stiff arms repeatedly with little effect overall. Stiff arms used to be really fun.

    Yup. Stiff arm has been too weak in madden for years, now. I've played with Steven Jackson and other strong stiff arm RBs (I've ALWAYS loved real life stiff arming. It's just the greatest to see an offensive player just throw off a defender with strength instead of spin moving or something.), and it has never had that OOMPH!! that it should have.
    And, as to the celebrations. I believe in M16, LT + A was def celebration and that was causing some people to fumble. So, they switched it to LT+RT+A in M17. So, if that's what you're pressing, yeah, you're screwed! Lol.
    U ever play nfl gameday? 97 and 98 had the BEST stiff arm EVER!! Lol. It was completely arcade style, I admit, but when u connected with a stiff arm, appropriately, u laid a fool OUT!! It was fabulous. I loved it.
    So, it would be nice to see some more wins with stiff arm from high rated stiff arm RBs. The jukes needed to be tightened as well, so it would be great to see all that fixed up.
    Sent from my iPhone using Tapatalk
    This list could've been longer, imo. Lol. Not pouring a full shaker of salt on it, because some of these items are great to hear. But, some I had no clue were issues (I don't play h2h, so some of those related issues don't even register in my gaming mind).
    Definite positives for OS community, I would believe, are the QB inaccuracies. I'm going to go out on a limb and assume this will work well out of the box. I believe with the advent of the sim game mode, they will feel well within their right to create these inaccuracies. And, the way the mention the different amounts of difference in the flight paths leads me to believe they have implemented this correctly. So, this is solid.
    Off ball injuries or linemen injuries are welcome for sim CFM minded people for sure.
    Now, the one that I hope works, but I will be skeptical until I see it is the momentum actually making a difference. This is one of those things u feel they've worked on b4, or mentioned b4, and it just falls short. Again, I like their description. They're trying to give a little 'coding info' if u will to back up their claim that 'hey, we really did do something here. We modified the code to recognize this better.' So, if this is better, this can make a big difference in tackling animations and whatnot.
    Overall, a solid blog. Looking forward to seeing the game in action.
    Edit: had to read it, again. Lol. It was a good list, actually. The addition of RAC directional control is great. I can't stand seeing my player just run out of bounds for no reason. Especially RB to the flat. This has driven me nuts for years, really (before RAC catch even existed, this has been a problem).
    And, slower players catching faster players. This is another one of those things that u might not notice all the time, but when u do notice, I think it'll make the game look a little more realistic. U know those plays in real life, where the offensive player gets through 2-3 players at full speed and u just know he's gone? That hasn't existed in madden because of this type of 'glitch'. I'm curious if u can really feel/see the animation of the offensive player leaving the defenders in the dust.
    Oh, and one more thing. Looking forward to hearing the audio on a hitstick tackle. Lol. We had a thread here about lack of tackle noise. And, while I have felt the tackle audio missing in many maddens (they just don't have that CRUNCH when pads and helmets collide, imo), I'm curious if they've implemented this better. I'm not looking for an arcade 'bowling pin crash' sound (which, I believe, was in a prior madden. Lol), I just want to hear the hit. And, putting this on the hitstick is fine by me as something to differentiate a normal tackle from a big hit. Looking forward to hearing what that sounds like.
    Sent from my iPhone using Tapatalk
    XtremeDunkz
    No word on tightening up man coverage. That's the main one I was hoping for.
    Sent from my SM-G925T using Tapatalk

    This has already been confirmed to be the case when they went over WR/DB interactions.
    OhMrHanky
    This list could've been longer, imo. Lol. Not pouring a full shaker of salt on it, because some of these items are great to hear. But, some I had no clue were issues (I don't play h2h, so some of those related issues don't even register in my gaming mind).
    Definite positives for OS community, I would believe, are the QB inaccuracies. I'm going to go out on a limb and assume this will work well out of the box. I believe with the advent of the sim game mode, they will feel well within their right to create these inaccuracies. And, the way the mention the different amounts of difference in the flight paths leads me to believe they have implemented this correctly. So, this is solid.
    Off ball injuries or linemen injuries are welcome for sim CFM minded people for sure.
    Now, the one that I hope works, but I will be skeptical until I see it is the momentum actually making a difference. This is one of those things u feel they've worked on b4, or mentioned b4, and it just falls short. Again, I like their description. They're trying to give a little 'coding info' if u will to back up their claim that 'hey, we really did do something here. We modified the code to recognize this better.' So, if this is better, this can make a big difference in tackling animations and whatnot.
    Overall, a solid blog. Looking forward to seeing the game in action.
    Edit: had to read it, again. Lol. It was a good list, actually. The addition of RAC directional control is great. I can't stand seeing my player just run out of bounds for no reason. Especially RB to the flat. This has driven me nuts for years, really (before RAC catch even existed, this has been a problem).
    And, slower players catching faster players. This is another one of those things that u might not notice all the time, but when u do notice, I think it'll make the game look a little more realistic. U know those plays in real life, where the offensive player gets through 2-3 players at full speed and u just know he's gone? That hasn't existed in madden because of this type of 'glitch'. I'm curious if u can really feel/see the animation of the offensive player leaving the defenders in the dust.
    Oh, and one more thing. Looking forward to hearing the audio on a hitstick tackle. Lol. We had a thread here about lack of tackle noise. And, while I have felt the tackle audio missing in many maddens (they just don't have that CRUNCH when pads and helmets collide, imo), I'm curious if they've implemented this better. I'm not looking for an arcade 'bowling pin crash' sound (which, I believe, was in a prior madden. Lol), I just want to hear the hit. And, putting this on the hitstick is fine by me as something to differentiate a normal tackle from a big hit. Looking forward to hearing what that sounds like.
    Sent from my iPhone using Tapatalk

    Madden NFL 18 delivers many new features. There’s Longshot, Game Styles, Coaching Adjustments, and Target Passing, to name a few. But along with all these features, we also wanted to improve the game on all fronts.
    With that, here’s a list of some of the Madden community’s most-requested tweaks, and how they were improved.
    The above was the opening to the actual Madden blog. It says SOME are being detailed here. When I was at EA play, Clint said they fixed like 35-40 legacy issues.
    OhMrHanky
    This list could've been longer, imo. Lol. Not pouring a full shaker of salt on it, because some of these items are great to hear. But, some I had no clue were issues (I don't play h2h, so some of those related issues don't even register in my gaming mind).
    Definite positives for OS community, I would believe, are the QB inaccuracies. I'm going to go out on a limb and assume this will work well out of the box. I believe with the advent of the sim game mode, they will feel well within their right to create these inaccuracies. And, the way the mention the different amounts of difference in the flight paths leads me to believe they have implemented this correctly. So, this is solid.
    Off ball injuries or linemen injuries are welcome for sim CFM minded people for sure.
    Now, the one that I hope works, but I will be skeptical until I see it is the momentum actually making a difference. This is one of those things u feel they've worked on b4, or mentioned b4, and it just falls short. Again, I like their description. They're trying to give a little 'coding info' if u will to back up their claim that 'hey, we really did do something here. We modified the code to recognize this better.' So, if this is better, this can make a big difference in tackling animations and whatnot.
    Overall, a solid blog. Looking forward to seeing the game in action.
    Edit: had to read it, again. Lol. It was a good list, actually. The addition of RAC directional control is great. I can't stand seeing my player just run out of bounds for no reason. Especially RB to the flat. This has driven me nuts for years, really (before RAC catch even existed, this has been a problem).
    And, slower players catching faster players. This is another one of those things that u might not notice all the time, but when u do notice, I think it'll make the game look a little more realistic. U know those plays in real life, where the offensive player gets through 2-3 players at full speed and u just know he's gone? That hasn't existed in madden because of this type of 'glitch'. I'm curious if u can really feel/see the animation of the offensive player leaving the defenders in the dust.
    Oh, and one more thing. Looking forward to hearing the audio on a hitstick tackle. Lol. We had a thread here about lack of tackle noise. And, while I have felt the tackle audio missing in many maddens (they just don't have that CRUNCH when pads and helmets collide, imo), I'm curious if they've implemented this better. I'm not looking for an arcade 'bowling pin crash' sound (which, I believe, was in a prior madden. Lol), I just want to hear the hit. And, putting this on the hitstick is fine by me as something to differentiate a normal tackle from a big hit. Looking forward to hearing what that sounds like.
    Sent from my iPhone using Tapatalk

    As someone who plays exclusively in 32 man online franchise (and yes, we all want uber realistic in every category you can imagine), these all SOUND excellent. Many of these were a huge problem in league play. Whether or not they were actually fixed always has to be seen first.
    Atax1s
    Madden NFL 18 delivers many new features. There’s Longshot, Game Styles, Coaching Adjustments, and Target Passing, to name a few. But along with all these features, we also wanted to improve the game on all fronts.
    With that, here’s a list of some of the Madden community’s most-requested tweaks, and how they were improved.
    The above was the opening to the actual Madden blog. It says SOME are being detailed here. When I was at EA play, Clint said they fixed like 35-40 legacy issues.

    Lol. I know the deal, man. I'm on this forum daily, bro!
    Did u see the 'Edit'? Yeah, it is a solid list, actually. And, as I added, even the small item of adding a big tackle noise to the hit stick will actually go a long way for me. And, yeah, they probably didn't put everything here. Could be some boring stuff. I think a lot of things could be smoothed out if the transition animations have been cleaned up. Sounds like that might be the case with frostbite. It's possible 10+ legacy issues could be animation related. That would certainly be welcome.
    I guess maybe I wanted to see all 45!!
    Sent from my iPhone using Tapatalk
    I echo what others have said re: much more missed throws that are harmless incompletions but we'll see.
    My #1 issue? Many of us have begged for and wanted a "real football" simulation setting for years and we're FINALLY getting it but can't play ranked games online in simulation?....what gives here? Am I supposed to invite friends over? just doesn't make sense. Why not allow a online queue for each game type?...I don't mind waiting if Competitive is the most popular, for instance.
    great to hear no more sitting in zone mostly cover 3 and being able to cover the whole middle field with just any LB.
    No more slow lb keeping up with playmakers in open field if their ratings don't match up.
    Good list of things just need to see how it plays out. Hopefully it can start weeding out the fake good players. So i don't have to call them out :drink:
    Did not like the way they qualified "lower rated QBs" will be more inaccurate. ALL QBs need to be a bit more inaccurate with the % higher for the lower rated ones. I think we may still see the middle rated ones throw 70% and higher. But I hold out hope.
    C
    CM Hooe
    The "swerve" in particular made the competitive community really ugly to watch sometimes.
    A lot of good changes on this list.

    Definitely agree from what I heard is that Rex and Clint were in the chats all the time constantly repeating themselves that the swerve would be fixed in 18 during one of their last tourneys, also the commentators really didn't want to talk about it either.
    Sent from my iPhone using Operation Sports
    BleedGreen710
    I hate to tell you this but if I recall correctly there is no precision stiff arm. using the modifier+the stiff arm button was actually the combo used for celebrating. you were fumbling because you were celebrating, not doing a stiff arm.

    I laughed at this way more than I probably should have.
    On topic though, I love the features they say they've fixed. Time will tell.
    Great blog, remember these are community request, Im sure their are a lot more other gameplay improvements not considered community request but general upgrades. I like all of what I read except......
    AI Defenders Swat vs. INT
    Another top competitive community request was to remove outcomes where defenders would swat down what would have been an easy interception. On Competitive only, defenders will now always go for the INT on an open read on the ball.

    Why only in comp mode? I feel these should be in sim mode too.
    Americas Team
    Great blog, remember these are community request, Im sure their are a lot more other gameplay improvements not considered community request but general upgrades. I like all of what I read except......
    AI Defenders Swat vs. INT
    Another top competitive community request was to remove outcomes where defenders would swat down what would have been an easy interception. On Competitive only, defenders will now always go for the INT on an open read on the ball.

    Why only in comp mode? I feel these should be in sim mode too.

    Yeah, I read this as odd as well. I wonder if they're not describing this situation properly? Or, I wonder if it's because of their sort of 'artificial INT minimizer'? Meaning, they've mentioned where similar to penalties, they sort of minimize ints based on NFL 'norms' so that u don't throw 10 in any game or something. I think a lot of sim people don't want this, honestly, lol, the artificial notion of it. Like, if u throw 3-4 clean ints, if u throw another bad pass, the AI swats it, instead, because you've thrown enough ints today. U know?
    Or, was the problem simply that they never want to see a DB swat a wide open INT attempt? If that is the case, I agree with u, I don't want to see this, either. This should simply always be an INT. That being said, there are some situations in real life where a DB, legit, maybe knows he has bad hands, lol, and more often swats a ball even though it looks safe to intercept. These things are tough to fully discern without all information. And, honestly, these things make programming tough. What determines an 'open int'? Should ALL DBs INT open plays? What about a DB with 50 catch? Again, maybe, that DB NEVER goes for ints, he always swats.
    Yeah, either way, this is an interesting one that would be nice to get clarification from Rex and team on.
    Sent from my iPhone using Tapatalk
    Cowboy008
    I liked a lot of stuff that was in the blog. So was this the legacy issues that they fixed?

    I hope not because I believe they said they fixed over 100 legacy issues and I really want to see them all.
    Sent from my HTC Desire 625 using Tapatalk
    so assuming im playing simulation and proper coach mode doesnt exist, then the circle has to be around a player even though im not using the controller during actual play to do anything with that player
    from what i understand of what i have read there is a possiblity that this may hamper the player circled playing to their ratings? or am i too paranoid?
    BleedGreen710
    I hope not because I believe they said they fixed over 100 legacy issues and I really want to see them all.
    Sent from my HTC Desire 625 using Tapatalk

    Nah, I've seen Clint and Rex say somewhere between 35 to 40 of them. Rex at one point said 80% of the legacy issues were attacked.
    This a solid list of fixes (assuming that they are really fixed). I'm pretty excited about what I'll be seeing from Madden this year in terms of gameplay. Despite the lack of big additions to CFM, I know I'll enjoy the mode if I enjoy the gameplay. Despite 2k having a superior franchise mode, I enjoyed my CFM way more than any 2k MyLeague I played last year.
    BleedGreen710
    I hope not because I believe they said they fixed over 100 legacy issues and I really want to see them all.
    Sent from my HTC Desire 625 using Tapatalk

    Yeah, I'm pretty sure this was the 'legacy issues' blog even though it was called 'community requests'. I think community requests sounds a little better for a blog title. More positive than legacy issues. Lol.
    They mentioned the pursuit legacy issue, so I think this was the blog. There may be many more issues they fixed, but not sure if we'll get an exhaustive list.
    Sent from my iPhone using Tapatalk
    The bolded is what I don't like. The game shouldn't be "forcing numbers" for the simulation setting. That is what I'm afraid of - if someone doesn't yank their QB after 5 or run the ball, the AI shouldn't swat the next bad pass down because of "stats". Can't get too "angry" at it as I have to see what they mean by it but its really, really poorly worded.
    JerzeyReign

    The bolded is what I don't like. The game shouldn't be "forcing numbers" for the simulation setting. That is what I'm afraid of - if someone doesn't yank their QB after 5 or run the ball, the AI shouldn't swat the next bad pass down because of "stats". Can't get too "angry" at it as I have to see what they mean by it but its really, really poorly worded.

    Too me, players swatting down wide open possible pics is not sim because they wouldnt do it in real life unless its an hail mary at the end of the game.
    Americas Team
    Great blog, remember these are community request, Im sure their are a lot more other gameplay improvements not considered community request but general upgrades. I like all of what I read except......
    AI Defenders Swat vs. INT
    Another top competitive community request was to remove outcomes where defenders would swat down what would have been an easy interception. On Competitive only, defenders will now always go for the INT on an open read on the ball.

    Why only in comp mode? I feel these should be in sim mode too.

    Because number of animations and interactions in the game.
    When you watch a real life NFL game take note of how all the incompleted passes are made. All the different ways DBs break up passes, or QBs miss their target, etc
    Madden only has animations to cover a fraction of those (not a slight on Madden, be a bit unreasonable to expect much more imo).
    They want the game tuned to give realistic completion percentages and interception numbers. Hence, we get dropped interceptions. I never had that big of a problem with dropped interceptions because I recognized it was a less than ideal way to get realistic results.
    Some of the other stuff in the blog I'm skeptical on. I want to see how well it was actually fixed, and whether or not it stays like that throughout the game's life. Like QB inaccuracies...wasn't this a focus a few years ago? I remember Rex hyping this in a gameplay stream.
    Also disappointed that there were no small quality of life fixes for CFM. Maybe we will get a CFM blog, but I am doubtful.
    ShadowGhost25
    I just want some info on cfm ..please EA *after reading what 2k did to myleague and mygm *I think 2k might be taking the best sports game award this year*

    Temper your expectations on that blog the dev team has come out and stated that cfm did not receive many upgrades those year. I'm hoping that the fixes in cfm are ones need like formation subs and in game injuries tied to big decisions.
    Sent from my iPhone using Tapatalk
    Cowboy008
    I liked a lot of stuff that was in the blog. So was this the legacy issues that they fixed?

    Yes this is just a snippet of what they fixed
    Sent from my iPhone using Tapatalk
    I like the Size/Weight factor.
    But I like to know how it expanded outside of hit stick. Will it affect OL/DL interaction, How is it on conservative tackles, WR/DB interaction?
    Like lets say you have Blount(6'0 250lbs) vs. a 5'9 185lb DB in the open field. If Blount has a full head of steam, I would want to see Blount win 9/10 times. Also when it comes to WR/DB interaction. How will it be like a big WR like Jones/Green vs. 5'10 DB. In the past there never always seem to be a advantage for the bigger WR.
    illwill10
    I like the Size/Weight factor.
    But I like to know how it expanded outside of hit stick. Will it affect OL/DL interaction, How is it on conservative tackles, WR/DB interaction?
    Like lets say you have Blount(6'0 250lbs) vs. a 5'9 185lb DB in the open field. If Blount has a full head of steam, I would want to see Blount win 9/10 times. Also when it comes to WR/DB interaction. How will it be like a big WR like Jones/Green vs. 5'10 DB. In the past there never always seem to be a advantage for the bigger WR.

    Yeah, definitely. I'm hopeful, but gotta see it to believe it. Again, though, if fixed, or better, this can really make a big difference in overall gameplay. With all the people who've played saying the gameplay is much better, this might be one of the main things that makes a difference.
    That being said, I reread the blog, and I hate seeing words like, 'now' we actually take weight and momentum into account. Lol.
    C'MON, MAN!!!
    Ugghh. Again, I'm happy they did it. Looking forward to it. But, how in the world do u have a FOOTBALL game that involves constant collisions on every single play, and u don't take weight and momentum into account?? Only 'now' u do this? Wow.
    Sent from my iPhone using Tapatalk
    User-controlled LBs
    • Users controlling a linebacker were able to take away most routes over the middle of the field in the past. We made some alterations to defender run curves and turn rates to ensure that only elite defenders are capable of making these types of plays. Lower-rated defenders will not be able to take away the middle of the field as effectively.
    "When a user is on defense, in Practice, the AI will not snap the ball if it senses the user making defensive adjustments. This gives plenty of time to practice exotic defensive setups without having to be worried about the AI quick-hiking them."
    I really like this addition which I have asked for in the past. I know many use a second controller, but many times I rather not have to deal with it.
    The new defensive hot routes look great....
    illwill10
    I like the Size/Weight factor.
    But I like to know how it expanded outside of hit stick. Will it affect OL/DL interaction, How is it on conservative tackles, WR/DB interaction?
    Like lets say you have Blount(6'0 250lbs) vs. a 5'9 185lb DB in the open field. If Blount has a full head of steam, I would want to see Blount win 9/10 times. Also when it comes to WR/DB interaction. How will it be like a big WR like Jones/Green vs. 5'10 DB. In the past there never always seem to be a advantage for the bigger WR.

    From what it sounds like it only applies to ball carriers and tacklers, I doubt it applies in any other area in the game such of OL\DL and WR\DB interaction or they would have mentioned it.
    OhMrHanky
    Yeah, definitely. I'm hopeful, but gotta see it to believe it. Again, though, if fixed, or better, this can really make a big difference in overall gameplay. With all the people who've played saying the gameplay is much better, this might be one of the main things that makes a difference.
    That being said, I reread the blog, and I hate seeing words like, 'now' we actually take weight and momentum into account. Lol.
    C'MON, MAN!!!
    Ugghh. Again, I'm happy they did it. Looking forward to it. But, how in the world do u have a FOOTBALL game that involves constant collisions on every single play, and u don't take weight and momentum into account?? Only 'now' u do this? Wow.
    Sent from my iPhone using Tapatalk

    yea, I agree, and it's unfortunate. but that's the stance that I have to take with Madden anymore, "hopeful" but guarded expectations. I just can't trust the 'we fixed it' until I've seen it personally.
    I've seen Clint talk previously on Twitter about how weight matters already in the game, specifically Impact Blocks (who's telling the truth here?) but 'now' it matters? Also heard them talk about how weight/momentum matters in general b4. And blocking has become an annual 'fix'. So now this year is finally the year? 'Hopeful', Lol.
    And now RB moves are "updated"? We just got updated RB moves last year. Supposed to be 'tiers' and differences in how players perform moves already. There was a whole blog on it last year. But this is the year! 'Hopeful'
    Zones is another, 'fixed' last year but also 'fixed' this year. There was a whole blog just on zones last year as well. 'Hopeful'
    I appreciate some of the 'new' fixes (hopefully) but it just feels like we're spoon fed a lot of the same stuff year over year. I really 'hope' this is the year, i really do. I'll believe it when i SEE it tho.
    Something im not seeing here, really hope it will be talked about in another blog, the deep zones for safeties has been an issue for years, Dudes just not even covering deep. I can't begin to count the times ive been in 3rd and 20 or more,have 3 guys deep , tell defense pre-snap, play pass( just so the stupid PA plays dont " fool " them) , and tell them to play over the top , and yet a wr goes free past my safety for a TD....
    Its been an issue, Rex admitted it this past madden it was something they needed to fix. I really hope they have fixed it, because that bs is infuriating .
    While I am very much appreciative that EA (finally) listened to the fans (hell... I've been screaming for years that I want off-ball injuries and for players to play to their ratings) I do not recall anyone really asking for this story mode nonsense. 
    For all the resources they pumped into this, imagine how much better the game would be if they devoted those resources into CFM?
    The weight and momentum could be great. Same for qb accuracy. Practice mode D is a pleasant surprise. That was controller destroy annoying. Not sure about the new D hot routes. It should reduce cheese I guess but could be annoyingly limiting. On the fence there.
    Sent from my SM-A710K using Operation Sports mobile app
    1) I really like the idea that the AI coaching is going to take active measures to make adjustments during a game relative to the situation at hand:
    AI - Down by a Touchdown/FG late in the 4th Quarter?
    AI is going to go aggressive on the Coverage and Tackling to attempt to force an INT/Fumble.
    Human Player getting a good consistent Pash Rush?
    AI might attempt aggressive Blocking scheme to grab a few more seconds in the pocket...at the risk of a penalty, of course.
    2) As everyone has been saying - OFF THE BALL INJURIES!!
    :woot:
    Finally, a reason to actually pay attention to my core of O-Linemen other than their skills. Better yet, if these specific injuries are tied into the players INJ ratings as well (can't see why they wouldn't be, but off-ball injuries *could* possibly run under a different mechanic that disregards attributes) then this means that you really have to be careful about the Injury/Toughness attributes for any Rookie O-Linemen you scout in the draft. I'm ALL for this!
    If this is combined with smoother, more fluent gameplay - I'm actually turning towards a more positive light for Madden 18. And like many of you other guys, I'm also curious to see all the Legacy Fixes.
    I'm waiting for the day after purchase and the AI in the closing minutes scores and wins and people start the "comeback code" "rubberband AI" noise.
    in practice mode in offline franchise id like to be able to use 2 controllers for both sides so i can practice with my roster with my pb and my formation subs not playing outside my franchise
    Question: will the DB's in a corner blitz hide it or still be inside their WR making it extremely easy to identify?
    Sent from my iPhone using Operation Sports
    roadman
    I'm waiting for the day after purchase and the AI in the closing minutes scores and wins and people start the "comeback code" "rubberband AI" noise.

    U know, it's sort of already there. Not the comeback code, per se. But, I hope everyone has noticed when you're up, especially in the 4th quarter, you see the CPU going for more hard hits, strips, and they do get called for a face mask penalty here or there. So, imo, some of the play call adjustment tendencies have been in the game (for the CPU). Lol. Now, they're making them available to the human as well.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    U know, it's sort of already there. Not the comeback code, per se. But, I hope everyone has noticed when you're up, especially in the 4th quarter, you see the CPU going for more hard hits, strips, and they do get called for a face mask penalty here or there. So, imo, some of the play call adjustment tendencies have been in the game (for the CPU). Lol. Now, they're making them available to the human as well.
    Sent from my iPhone using Tapatalk

    All this time I just assumed the CPU had a ton of "clutch" players
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    NDAlum
    Question: will the DB's in a corner blitz hide it or still be inside their WR making it extremely easy to identify?
    Sent from my iPhone using Operation Sports

    Doesn't audibling to man align fix this?
    OhMrHanky
    U know, it's sort of already there. Not the comeback code, per se. But, I hope everyone has noticed when you're up, especially in the 4th quarter, you see the CPU going for more hard hits, strips, and they do get called for a face mask penalty here or there. So, imo, some of the play call adjustment tendencies have been in the game (for the CPU). Lol. Now, they're making them available to the human as well.
    Sent from my iPhone using Tapatalk

    I've never really noticed changes in the CPU's plan of attack in regards to trying to apply more pressure, use more strip tackles, or force more fumbles.
    The only thing they would sensibly do against me is try to take shots down field when the game was in the 4th Quarter and they needed a TD/FG to Win/Tie. Also displayed clock management when they had the ball and the lead.
    Other than that, it's been the same old gridiron play from them, from the first snap to the last kneel down. At least what I felt from it.
    Sucram7777
    I've never really noticed changes in the CPU's plan of attack in regards to trying to apply more pressure, use more strip tackles, or force more fumbles.
    The only thing they would sensibly do against me is try to take shots down field when the game was in the 4th Quarter and they needed a TD/FG to Win/Tie. Also displayed clock management when they had the ball and the lead.
    Other than that, it's been the same old gridiron play from them, from the first snap to the last kneel down. At least what I felt from it.

    It may be hard to notice, idk. But, I've always noticed with 16 and 17, when up late, you'll see more CPU hard hits and strip attempts. Maybe, everyone sees diff things, but I've def felt this. Even when trying to run out the clock with a big lead. Suddenly, every hit is a whopper!
    Sent from my iPhone using Tapatalk
    OhMrHanky
    It may be hard to notice, idk. But, I've always noticed with 16 and 17, when up late, you'll see more CPU hard hits and strip attempts. Maybe, everyone sees diff things, but I've def felt this. Even when trying to run out the clock with a big lead. Suddenly, every hit is a whopper!
    Sent from my iPhone using Tapatalk

    Hahaha guess they're really trying to jar that ball loose from you!
    One thing I *do* notice though, is that the ref tries to pull the AI back in it with some BS calls. Guess it's their attempt to make the game look "close & exciting" :lol:
    I know some guys are disappointed with the lack of CFM updates. As a guy that hasn't bought Madden since M15 (and someone who is getting this game for free) I am digging that they have finally addressed a lot of legacy issues.
    Gameplay > CFM at this point for me.
    PeoplesChampGB
    I know some guys are disappointed with the lack of CFM updates. As a guy that hasn't bought Madden since M15 (and someone who is getting this game for free) I am digging that they have finally addressed a lot of legacy issues.
    Gameplay > CFM at this point for me.

    U been missing out on gameplay, I think with 15 being the last game u bought. I think u will be pleasantly surprised with 18's gameplay. Not that I've played it. But, I didn't like 15 much and only played for a month or 2. The game just didn't feel 'tight' enough at all. I can't remember exactly what it is, but it just didn't do it for me. I LOVED 16. So, imo, 15 to 16 was a big jump. 17 had some things improved upon to 16, although the CPU QB AI went backwards, actually. So, solo vs the CPU was taken down a notch (only slightly, but enough to notice). So, 16 to 17 was not a big jump at all.
    I think 15 to 18 should be a pretty recognizable jump for u, actually. Have fun, man. You'll probably need to do some tutorials to learn some slight changes in game controls, I think.
    Sent from my iPhone using Tapatalk
    the user controlled LB alterations sounds interesting, I would like them to explain it further. Sounds like a 60 OVR LB with say 90 speed accel agil won't move as he should? I wonder what ratings will control the run curve alterations.
    NotreDomer10
    the user controlled LB alterations sounds interesting, I would like them to explain it further. Sounds like a 60 OVR LB with say 90 speed accel agil won't move as he should? I wonder what ratings will control the run curve alterations.

    I am worried about this also. Speed, acceleration and Agility should determine how fast a player can change direction and how much ground they can cover. Pursuit should control the angle to the ball, Blockshed should determine if they can get by a blocker and size and strength should determine if they can push a blocker backward. Then there is the ability to tackle when you get to the right place on the field. It seems they have programed in something to alter the course of human controlled players unrelated to input or ratings. I hope I am wrong.

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