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What's Hot and What's Not in the Madden 20 Beta

Madden NFL 20

What's Hot and What's Not in the Madden 20 Beta

With the Madden 20 closed beta — which was open over the weekend to those fortunate enough to gain access — having come and gone, it’s now time to take stock of how it was playing ahead of the game’s release on August 2. As is often the case with these things, there are some aspects of the game that are worthy of praise and others that would earn something less than praise. With that in mind, here’s what I felt was hot and what I felt was decidedly not in my short time with Madden 20.

What’s Hot

Player Movement & Awareness

Perhaps the most pronounced difference between Madden 19 and Madden 20 is how much more natural and fluid players move on the field. In trying to introduce more realistic running styles for players of different shapes and sizes to last year’s game, it was apparent the developers had maybe taken a step in the right direction but there were some kinks that still needed to be ironed out.

This year, they’ve definitely made real strides in having players not only feel less clunky and awkward in how they run, but also in making them seem a little smarter. They have done this by removing many of the frustrating instances where your runner would lurch or stumble clumsily in a direction that made them seem like they’ve never even played football (or run) before.

The smoother movements are especially felt in the running game, where it’s much easier and more fun than ever to slip in between small creases without getting caught up on blockers before using a well-timed juke in the open field to break a big play.

The improved awareness also extends to the sidelines, where receivers have typically shown little regard for the boundaries when trying to catch passes in the flats. They now seem to be able to stop on a dime a little better near the sideline, allowing you to catch a pass and then turn it up-field for some extra yards.

Pass Rush

Sure to be one of the more contentious aspects of Madden 20, the pass rush in the closed beta was effective enough to show that it will have a much greater impact on the game than last year, or perhaps in any Madden game ever.

Recognizing that the best way to slow down an offense is by getting to the quarterback, elite pass rushers will routinely push past their blocker in a matter of a few seconds now and give you very little time to find an open receiver. With football moving more and more towards quarterbacks needing to have quicker releases to combat the relentless rush, that trend looks to have now made its way to Madden with this kind of stifling pressure.

Making matters even worse for offenses, the increased intensity of the pass rush won’t only lead to more sacks if you can’t get the ball out on time, it will also affect the accuracy of your passes. If you try to get rid of the ball with a defender bearing down on you, be prepared to risk making an errant throw that could very well end up being intercepted.

Improved Passing Controls & WR/DB Battles

There are some key changes to passing in Madden 20 that are really so common sense that it’s kind of perplexing as to why they weren’t implemented a long time ago. For way too long, pump fakes have been a conundrum in the game; there was a way to utilize them but it was hardly practical. Now by simply making it so you can double tap a receiver icon to execute a pump fake, it makes it a viable option, not only in getting defenders to bite on routes with double moves, but also as a safeguard should you instantly have regrets about making a throw.

To allow for the pump fake mechanic to use double tap, there have been corresponding changes to how to throw the different types of passes that are a bit of a throwback to how things used to be with Madden passing. This means you now throw a lob pass by tapping a receiver icon, a bullet pass by holding down the receiver icon and a touch pass by holding the button for a length of time somewhere in between those two. I’m still not sure why this method can’t allow for a wider array of pass trajectories based on how long you hold down the button, but this update has provided enough of a change in those trajectories to greatly impact the passing game.

For any of its faults in the passing game, Madden 19 did showcase defenders displaying greater ferocity in trying to tear the ball away from receivers and that’s only been pushed further in Madden 20. It’s harder than ever now to throw into traffic with how quickly defensive backs will react to play the ball and try to separate the receiver from it. On the other hand, at least linebackers can no longer cover as much ground as they did in the past with the superhuman abilities they’d display leaping for balls in Madden 19, so it’s consequently a bit easier to throw over the middle now.

RPOs

The expansion of playbooks in Madden 20 has inevitably led to the NFL’s hottest play, the run-pass option (or RPO), finally making its way into the game. In fact, there are three different kinds of RPOs to be found and over 200 specific RPO plays, making it a staple in some capacity of pretty much every team.

It does take a little time to get accustomed to the different nuances and execution of these RPOs. If you’re anything like me, you might find yourself unsure about whether the ball is going to end up being handed off to the running back or staying in the hands of the QB for the first little while, but once you get the hang of it, it’s pretty fun to be able to hold your decision of whether to run or pass until the last possible moment.

The one thing to be careful about on these plays is your timing because you have linemen who will be run blocking on the play. So if you wait too long before passing, they can and will be called for an illegal man downfield penalty.

What’s Not

Franchise Mode

Sigh.

Perhaps the biggest question to me with the Madden 20 beta is if the developers knew that franchise mode was so similar to last year’s mode and they hadn’t done all that much to improve it, then why bother showcasing franchise mode to people at all? It would be understandable if they were excited about giving people a sneak peek at the significant upgrades or even just some substantial cosmetic changes, but it can’t help but be disappointing then to find that nearly everything looks and feels exactly the same.

Of course, last year it seemed like the biggest alteration was the novelty of seeing your coach or owner sitting in his office (at a desk, no less! How exciting!), so perhaps it was a little naive to expect too drastic an overhaul to a franchise mode that’s received only minor tweaks in recent years. However, it would at least be nice to feel like you’re playing a different game instead of the same one from last year.

Playcalling Suggestions

It’s appreciated how the developers continually try to make the complicated process of selecting a play a little easier for those who aren’t too eager to browse through an overwhelming number of formations to find their best option, and this year they have gone one step further. By having separate sections for run or pass suggestions, they provide specific selections in situations based on your own preference for whether you want to keep the ball on the ground or put it in the air.

It’s a great idea in concept but it’s been bungled a little bit in execution. Plagued by the same issues that have habitually hampered playcall suggestions, there simply is not enough variety offered in the suggestions. While you do seem to be suggested the same passing plays over and over again — despite there being plenty of other options that could be shuffled in occasionally — the bigger issues are in the running play suggestions.

On one third down where I needed seven yards, I was suggested plenty of passing plays but there were only two rushing suggestions. On a third and very long play, there were precisely zero rushing options under suggestions. Now I understand that running the ball probably is not the best option in either of these situations, but here’s a great universal concept for playcalling suggestions: just offer three, or four or even five pages of options for passes and runs, regardless of the situation. Is this somehow harder to accomplish than it appears to be?

Legacy Animations

The movement of the players on the field may be improved in Madden 20, but one thing that hasn’t changed as much as I would like is the familiar animations carried over from previous Madden titles that continue to regularly rear their ugly head.

The most egregious examples of animations that should have been scrapped long ago seem to occur during tackles, where there are some instances of collisions where the results would appear to defy the very laws of physics. Some are better than others, naturally, but there’s one particular tackling animation where a ball carrier can somehow manage to gain an additional three to four yards by how he falls forward that should have never made the migration to Madden 20 because it simply doesn’t resemble reality.

Perhaps I’m a tad simplistic in my knowledge of game development but can’t they simply remove this animation?

What’s Lukewarm

SUPERSTAR X-FACTORS

The introduction of Superstar X-Factors in Madden 20 to help differentiate the extraordinary players from the ordinary players was a bit of a double-edged sword from my experience with the closed beta.

On one hand, it makes sense that the truly game-changing athletes should perform that way on the field, and the marked difference between someone like Odell Beckham Jr. and a lesser receiver like Sterling Shepard is something that can really be felt in Madden 20, whether Beckham’s breaking free from coverage or successfully going up for a 50/50 ball against a defender.

On the other hand, players can activate their X-Factor and Superstar abilities only by successfully completing a number of objectives and getting “in the zone.” Wait, what? Read that sentence again and tell me if that sounds like a realistic representation of how players’ abilities actually work in football. I’m fairly certain that Odell Beckham is still Odell Beckham regardless of whether or not he’s caught the requisite number of balls to unlock some additional reserve of skill.

If that concept seems a little arcade-like, it’s even more troublesome when put into practice. In one game I played against the Rams, I had the misfortune of facing Aaron Donald when he’s “in the zone,” as proceeded to sack me six times in one half. Once he got rolling, Donald turned into a veritable superhero who could toss aside the poor guard assigned to block him in about a second on every single play, making it nearly impossible to have any time to throw the ball.

At this point, I’m not entirely sure I’m ever going to love this idea, but at the same time I’m willing to give it more of a chance to see if there’s a better balance that can be achieved.

Conclusions

The most pertinent question to ask in regards to the Madden 20 closed beta is, does the game reflect a more realistic and fun version of football than Madden 19? With the few days that I had to play the game, I would have to say that the answer to that question is a resounding yes. That said, however, there are also plenty of aspects of the game that could use some tweaking in order to improve the overall experience and, in other cases, there are things that will likely have to wait until next year once again to receive attention.

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  1. "For any of its faults in the passing game,*Madden 19*did showcase defenders displaying greater ferocity in trying to tear the ball away from receivers and that’s only been pushed further in*Madden 20. It’s harder than ever now to throw into traffic with how quickly defensive backs will react to play the ball and try to separate the receiver from it. On the other hand, at least linebackers can no longer cover as much ground as they did in the past with the superhuman abilities they’d display leaping for balls in*Madden 19, so it’s consequently a bit easier to throw over the middle now."
    * This is not a positive,* the improved pass rush is great but defenders need to be less psychic as to where the ball is, you cannot* make alot of nfl (or any real* football ) throws in this game because the defenders simply know where the ball is too fast and react in incredibly unrealistic ways.* You want a lesson in* how to make dbs play realistically?* Play all pro football 2k8, they had it down.
    I am glad you pointed out the play calling suggestions. Those have needed an update for some time now, but in the beta it seemed like they went backwards somehow. Sometimes there would be one or two or even 0 run suggestions and the majority of the time the plays suggested were only the same 20 plays and 90% of the total plays in the playbook were ignored.
    I like the idea of the play call suggestions because ideally it will help to open up parts of the playbook that we simply can't explore in 40 seconds between every play, but what it has become is a collection of recently called plays and plays that have been called often. There needs to be some randomness to it.
    One of the best features in the game is in practice mode where you can choose the option for a random play every time you get to the line so you're always trying new things. This isn't totally realistic for a game where there's strategy involved, but something similar that gives a random selection of appropriate plays for your down and distance would be very cool.
    I think it depends on the QB you have.
    I was able to make throws with Rodgers that I didn't make before.
    A beautiful square in with Davante Adams with a defender hanging on him and he made a one handed grab in a tight window.
    Graham running a fade route and I just lofted the ball and Graham pulled it in.
    I couldn't make those throws before.
    I do agree 2k db's were real good.
    I feel like it bears repeating: I love the pass rush in this game. I wouldn't even say the pass rush is stronger--it's just different. In fact, if you know how to navigate the pocket, I would say the pass rush in 19 was stronger.
    I remember in 19 that lots of plays, defenders would just run by their man unblocked and smash into the QB and there was nowhere to go.
    This year, if you step up in the pocket and are aware of where the rush is coming from, you can actually hold onto the ball for a tick longer to hit a receiver on a deep route that involves a double-move. I've never been able to do that in Madden.
    I was a hard no to buy the game after I saw how little CFM has changed. The gameplay in Madden 20 is just fun. Gameplay-wise, it finally feels like sim football (with a few tweaks needed).
    Great article.. love that this called out whet a lot of the community is feeling and not all hype.
    "...the developers knew that franchise mode was so similar to last year’s mode and they hadn’t done all that much to improve it, then why bother showcasing franchise mode to people at all?"
    <-- Exactly.. because they got killed last time they said now updates to franchise in Madden 17
    "On the other hand, players can activate their X-Factor and Superstar abilities only by successfully completing a number of objectives and getting “in the zone.” Wait, what? Read that sentence again and tell me if that sounds like a realistic representation of how players’ abilities actually work in football. I’m fairly certain that Odell Beckham is still Odell Beckham regardless of whether or not he’s caught the requisite number of balls to unlock some additional reserve of skill.
    <-- Again this isn't supposed to be an arcade-style game, its should be simulation football. EA is killing the game in the goal of making the most card game $$ they can. X factors is 100% designed to create the need to have these players on your team to succeed in MUT. Meaning "pay up or lose out".
    michapop9
    "For any of its faults in the passing game,*Madden 19*did showcase defenders displaying greater ferocity in trying to tear the ball away from receivers and that’s only been pushed further in*Madden 20. It’s harder than ever now to throw into traffic with how quickly defensive backs will react to play the ball and try to separate the receiver from it. On the other hand, at least linebackers can no longer cover as much ground as they did in the past with the superhuman abilities they’d display leaping for balls in*Madden 19, so it’s consequently a bit easier to throw over the middle now."
    * This is not a positive,* the improved pass rush is great but defenders need to be less psychic as to where the ball is, you cannot* make alot of nfl (or any real* football ) throws in this game because the defenders simply know where the ball is too fast and react in incredibly unrealistic ways.* You want a lesson in* how to make dbs play realistically?* Play all pro football 2k8, they had it down.

    I had a few completions in 2020 that i was shocked the WR caught in traffic....one was for a long TD that he outmuscled them for the ball, broke free and ran it in. I didnt think it was bad at all.
    PhillyPhanatic14
    I am glad you pointed out the play calling suggestions. Those have needed an update for some time now, but in the beta it seemed like they went backwards somehow. Sometimes there would be one or two or even 0 run suggestions and the majority of the time the plays suggested were only the same 20 plays and 90% of the total plays in the playbook were ignored.
    I like the idea of the play call suggestions because ideally it will help to open up parts of the playbook that we simply can't explore in 40 seconds between every play, but what it has become is a collection of recently called plays and plays that have been called often. There needs to be some randomness to it.
    .

    I spent quite a bit of time testing the new playcalling system. You can select and gameplan up to 30 plays per situation. These 30 plays will show up in the suggestion window when you find yourself in that situation. If you do not select 30 plays, you will see "repeats". However, the order of how the plays will stack cannot be controlled and the sequence with which how the plays present will scramble.
    This system is improved from Madden 19 and they are on the right track, but it is need of being presented in a more organized fashion. I've said this before, Madden 12 had this system perfected, as we had a "Game Plan Playcall" header from which to call our plays. We could stack our plays 3 at a time in the play call windows in order of appearance based on the star rating given to each play. For instance, 3 chosen 5 star plays would present in the first window, 4 1/2 star plays would then stack in the next window and so on...
    I pointed this out in beta feedback. There was a decision to speed up gameplay by omitting the walk up from huddle. However, having a quick, clear, organized and concise method of calling plays would have served this purpose on a much larger scale. After all, trying to decide what play you want you call, clicking on the formation and then having to scroll until you find that play is time-consuming. Having a pre-installed gameplan at the ready, so the plays you want to select from are quickly accessible, greatly enhances and speeds up the game experience in my opinion.
    The user work involved in order to set up a gameplan does initially require a time investment. However, once you get the hang of it, you can build several gameplans fairly quickly and have them ready at your own choosing.
    edgevoice
    I spent quite a bit of time testing the new playcalling system. You can select and gameplan up to 30 plays per situation. These 30 plays will show up in the suggestion window when you find yourself in that situation. If you do not select 30 plays, you will see "repeats". However, the order of how the plays will stack cannot be controlled and the sequence with which how the plays present will scramble.
    This system is improved from Madden 19 and they are on the right track, but it is need of being presented in a more organized fashion. I've said this before, Madden 12 had this system perfected, as we had a "Game Plan Playcall" header from which to call our plays. We could stack our plays 3 at a time in the play call windows in order of appearance based on the star rating given to each play. For instance, 3 chosen 5 star plays would present in the first window, 4 1/2 star plays would then stack in the next window and so on...
    I pointed this out in beta feedback. There was a decision to speed up gameplay by omitting the walk up from huddle. However, having a quick, clear, organized and concise method of calling plays would have served this purpose on a much larger scale. After all, trying to decide what play you want you call, clicking on the formation and then having to scroll until you find that play is time-consuming. Having a pre-installed gameplan at the ready, so the plays you want to select from are quickly accessible, greatly enhances and speeds up the game experience in my opinion.
    The user work involved in order to set up a gameplan does initially require a time investment. However, once you get the hang of it, you can build several gameplans fairly quickly and have them ready at your own choosing.

    Wow that's tight. I legit didn't know this was a thing. Where do you do this? Is there a way to add some randomization to it so that more than the 30 plays can be added?
    Really appreciate the heads up on this. Is it in M19? If so, I'm going to mess with it in tonight to get used to it.
    Rayzaa
    I had a few completions in 2020 that i was shocked the WR caught in traffic....one was for a long TD that he outmuscled them for the ball, broke free and ran it in. I didnt think it was bad at all.

    A contested catch doesnt have anything to do with what I'm referring too.
    In madden's passing it's very difficult to do two things:
    1. Throw with anticipation to spots on the field. Why? Because defenders leap with precision, have unnatural awareness of where the ball is, warp to the ball and defy momentum when the ball is in the air. Passing trajectories may have been improved but they are still nothing compared to what allpro were 12 years ago. Theres also no route based passing, the whole system is archaic. These are the main reasons why you cant throw with anticipation.
    2. You cannot use positional advantage receivers might gain on routes like fades and back shoulder throws because of all of the reasons above. If the defenders back is turned when the receiver is in the middle of the route and you throw it, rest assured he will have his head turned around in a split second after the qb releases the ball. In reality it's so much more difficult for a defender to focus on keeping up with a receiver and the ball at the same time. Madden does a horrible job with representing these two aspects of the passing game.
    michapop9
    A contested catch doesnt have anything to do with what I'm referring too.
    In madden's passing it's very difficult to do two things:
    1. Throw with anticipation to spots on the field. Why? Because defenders leap with precision, have unnatural awareness of where the ball is, warp to the ball and defy momentum when the ball is in the air. Passing trajectories may have been improved but they are still nothing compared to what allpro were 12 years ago. Theres also no route based passing, the whole system is archaic. These are the main reasons why you cant throw with anticipation.

    Did you get a chance to try the beta? Because this was fixed in my experience. Instead of the defender magically knowing where the ball was or the qb throwing to a random spot, he threw it to the perfect spot. It was on an Out route and i threw it well before the WR made his cut and then when he made his cut the ball was right there for him and the defender was a few steps behind.
    PhillyPhanatic14
    Did you get a chance to try the beta? Because this was fixed in my experience. Instead of the defender magically knowing where the ball was or the qb throwing to a random spot, he threw it to the perfect spot. It was on an Out route and i threw it well before the WR made his cut and then when he made his cut the ball was right there for him and the defender was a few steps behind.

    That is what I was trying to say in my post above, too.
    So frustrating to hear that it's another year of not doing much to the most Important mode to me and people I know. Why will they not make a real effort by improving Franchise Mode. I have been passing on Madden since I got a current Gen System waiting for something half as good as MyLeague in the NBA 2K Franchise.
    PhillyPhanatic14
    I am glad you pointed out the play calling suggestions. Those have needed an update for some time now, but in the beta it seemed like they went backwards somehow.

    Im curious if this info is still based on "All Online Plays called" as it has been in the past? Because thats what EA claimed it was based on before.
    I have called and called for this for years now as an online commish. I would love to see them take basically the info that comes from coach glass when you play someone each week (shows preferences based on down , distance, what area of field they favor, fav targets , fav plays etc) and apply that in league so that the "suggested plays " takes all that info and gives you suggested plays based ONLY on THAT teams playcalling in that league.
    It would be giving you an offensive and defensive coordinator. The data is already going somewhere for EA , because it shows up in the app when you play them ( but its only based on that one game) . So take that data and compile it for each team. That would be like giving you a coordinator who searched out their playcalling and suggests on 3rd and 8 they often like x , y , or z so you should run this ....
    When people ask for them to add coordinators, this is the route i want them to go with it.
    For offline and online leagues it could be rather helpful. From an online point of view, it would really make guys more aware that they often run the same things in certain situations and make them alter it more knowing their opponent has this info at their finger tips.
    I really really wish they would utilizy suggested play calls basing it only on the opponent in that league your facing based on their playcalls in that league only. Instead of lumping in all online playcalling ( which we all know is cheesefest)
    PhillyPhanatic14
    Wow that's tight. I legit didn't know this was a thing. Where do you do this? Is there a way to add some randomization to it so that more than the 30 plays can be added?
    Really appreciate the heads up on this. Is it in M19? If so, I'm going to mess with it in tonight to get used to it.

    I promise it worked in Madden 20. I'm embarrassed to tell you the amount of time I spent troubleshooting and testing playcalling. Where you do it is in the playbook screen. You can take your existing playbook or create a custom playbook and build a gameplan. 30 plays is the limit, but that's per-situation so you have a ton of plays you could add overall.
    There is a workaround in Madden 19, which I am using. However, only 9 plays per situation show up under Frequent Playcall Window, with another 6 rotating under Strategy Window. I have a post linked below, explaining how to do it step by step. If you are going with Madden 20 I wouldn't bother with it at this point.
    https://forums.operationsports.com/forums/madden-nfl-football/939367-how-build-custom-offensive-playbook-gameplan.html
    edgevoice
    I promise it worked in Madden 20. I'm embarrassed to tell you the amount of time I spent troubleshooting and testing playcalling. Where you do it is in the playbook screen. You can take your existing playbook or create a custom playbook and build a gameplan. 30 plays is the limit, but that's per-situation so you have a ton of plays you could add overall.
    There is a workaround in Madden 19, which I am using. However, only 9 plays per situation show up under Frequent Playcall Window, with another 6 rotating under Strategy Window. I have a post linked below, explaining how to do it step by step. If you are going with Madden 20 I wouldn't bother with it at this point.
    https://forums.operationsports.com/forums/madden-nfl-football/939367-how-build-custom-offensive-playbook-gameplan.html

    Sweet that sounds good. Thanks man! Any changes you make to that playbook will carry over into CFM in Madden 20?
    howboutdat
    Im curious if this info is still based on "All Online Plays called" as it has been in the past? Because thats what EA claimed it was based on before.

    In previous Maddens, the "Suggestion" playcalls were based on strategy picks(plays gameplanned in your book), online community picks and most frequently called plays by the user.
    This year, I think the Suggestion Box is going to be different. However, please keep in mind my following comments are based on the beta and may not reflect in the final build.
    I did not see strategy, community or frequent playcall icons next to selected plays. What I did see is a new icon and I figured out that it reflected.....X Factor players. This gives me hope that maybe the CPU will actually understand it needs to get these players involved in the gameplan.
    I was able to build a custom playbook however and all 30 plays popped up in that window. In the past, this would not work since community plays would knock out my gameplanned plays. Again, need to see the final build.
    michapop9
    A contested catch doesnt have anything to do with what I'm referring too.
    In madden's passing it's very difficult to do two things:
    1. Throw with anticipation to spots on the field. Why? Because defenders leap with precision, have unnatural awareness of where the ball is, warp to the ball and defy momentum when the ball is in the air. Passing trajectories may have been improved but they are still nothing compared to what allpro were 12 years ago. Theres also no route based passing, the whole system is archaic. These are the main reasons why you cant throw with anticipation.
    2. You cannot use positional advantage receivers might gain on routes like fades -------

    Throwing with anticipation in Madden 19 was very difficult for me to learn, but it is possible to a certain degree. However, the ball is somewhat tethered to the receiver you are throwing to. The trick I finally learned is how to apply the proper pressure to the icon. I wish I could show you a video here, but I throw the ball gently to the sidelines on comebacks before the receiver breaks and often hit it near perfectly. I throw deep outs with anticipation, but use more of a 2 or 10 O'clock position on the stick and rip it hard. Yes, if a defender is in zone and has eyes on you, he will at times jump those routes. On drag and crossing routes, I apply gentle pressure and am able to hit receivers in stride also.
    On endzone fades, I take just a step or 2 back and throw the ball hard, while pressing the left bumper and aiming towards the back shoulder. I do not always complete these, but I am usually able to trigger the wide receiver into a corkscrew animation (think Dez Bryant) and he will put his body between defender and ball when attempting the catch.
    In the Madden 20 beta, I found the ball less tethered to the receiver and while my timing was way off since I was not used to new mechanic, I was able to throw even more so to a spot. Peace.
    As someone who is basically all-in on the X-Factor system after having hands-on time with it, I have a couple thoughts on how the article criticized the system:
    In one game I played against the Rams, I had the misfortune of facing Aaron Donald when he’s “in the zone,” as proceeded to sack me six times in one half. Once he got rolling, Donald turned into a veritable superhero who could toss aside the poor guard assigned to block him in about a second on every single play, making it nearly impossible to have any time to throw the ball.

    I would suggest keeping one or two running backs in the backfield to help pass protect. That does help in this game, and it's relatively easy to get an "in-the-zone" pass rusher out of the zone; just get a first down or two. Most real-life NFL offenses have major problems attempting to block Aaron Donald.
    On the other hand, players can activate their X-Factor and Superstar abilities only by successfully completing a number of objectives and getting “in the zone.” Wait, what? Read that sentence again and tell me if that sounds like a realistic representation of how players’ abilities actually work in football. I’m fairly certain that Odell Beckham is still Odell Beckham regardless of whether or not he’s caught the requisite number of balls to unlock some additional reserve of skill.
    If that concept seems a little arcade-like, it’s even more troublesome when put into practice.

    I argue that Odell Beckham is still Odell Beckham in Madden 20 on account of his elite player ratings, and the X-Factor system allows him to do things other players most certainly cannot do and even he can't do routinely.
    More importantly, I counter the "it's not sim!!!" complaints about X-Factor with "it's really damn fun to play as an X-Factor player, achieve the objectives, get in the zone, and make a game-changing play". I think it's even more fun to play against an X-Factor player, because an X-Factor player in the zone must be accounted for to succeed in this game.
    For example, while playing against the Cowboys, I literally couldn't throw against Byron Jones when he was in the zone. He would bat down or intercept anything remotely in his vicinity. Even though I had Davante Adams, the CPU made Jones follow him around the field and shut him down; any pass towards Adams while Jones was in the zone and manned up on Adams was an incompletion or interception. I had to look elsewhere to move the ball, and I wasn't successful on offense until I did so. I thoroughly enjoyed that the game dynamically challenged me to craft a successful strategy in a manner that made me think beyond my primary option.
    My biggest criticism of the X-Factor system right now is that I wish there were more and more varied superstar abilities (the always-active traits, as opposed to the objective-locked "zone" abilities; those are appropriately rare and coveted) and I also wish even more players had superstar abilities.
    ^^^Too much to quote but that's 100% on the money. The X Factor/Superstar system is great and anyone that i've seen that's spent time in the game testing it loves it. They really nailed the execution.
    Agreed with everything said above. Just because a player has an X-Factor ability doesn't mean he lacks other superstar abilities that are available to him all the time, not only when he's in "the zone."
    PhillyPhanatic14
    Sweet that sounds good. Thanks man! Any changes you make to that playbook will carry over into CFM in Madden 20?

    I highly doubt that my Madden 19 playbook, nor the Beta playbook, will carry over into Madden 20. If you meant that in Madden 20 can you use custom book in CFM; Yes absolutely. I tested it in a few CFM games and the plays I installed per situation did come up at the appropriate times.
    Also, I noticed the 4 minute playcall suggestion bug never reared it's ugly head. I also noticed that CPU AI playcalling much better at the end of the half and game. Perhaps it's related.
    edgevoice
    I spent quite a bit of time testing the new playcalling system. You can select and gameplan up to 30 plays per situation. These 30 plays will show up in the suggestion window when you find yourself in that situation. If you do not select 30 plays, you will see "repeats". However, the order of how the plays will stack cannot be controlled and the sequence with which how the plays present will scramble.
    This system is improved from Madden 19 and they are on the right track, but it is need of being presented in a more organized fashion. I've said this before, Madden 12 had this system perfected, as we had a "Game Plan Playcall" header from which to call our plays. We could stack our plays 3 at a time in the play call windows in order of appearance based on the star rating given to each play. For instance, 3 chosen 5 star plays would present in the first window, 4 1/2 star plays would then stack in the next window and so on...
    I pointed this out in beta feedback. There was a decision to speed up gameplay by omitting the walk up from huddle. However, having a quick, clear, organized and concise method of calling plays would have served this purpose on a much larger scale. After all, trying to decide what play you want you call, clicking on the formation and then having to scroll until you find that play is time-consuming. Having a pre-installed gameplan at the ready, so the plays you want to select from are quickly accessible, greatly enhances and speeds up the game experience in my opinion.
    The user work involved in order to set up a gameplan does initially require a time investment. However, once you get the hang of it, you can build several gameplans fairly quickly and have them ready at your own choosing.

    Wonderful sentiments. It’s the things like this that I believe should be easily integrated that sometimes are a miss.
    Sent from my iPhone using Tapatalk
    Players still have abilities that separate them when not in the zone. While I am against some abilities and the way the zones work, I do want to clear it up that there are abilities that superstars have at all times regardless of whether or not they are in the zone.
    I do wish that EA would do the zone abilities differently. I'm not a fan of having to do exactly X to get zone ability Y. I'd rather see a confidence system that worked similar to the Impact Player system on the PS2 NCAA's. Make enough big plays or make a big key play and a guy can all of a sudden turn it on. That is more organic than what is being implemented now. It didn't enforce strict requirements in order to get a guy in the zone. It didn't make it any easier to get in the zone either. It just allowed players to get into the zone in more organic ways that did not disrupt the flow of the game or cause the user to adjust their gameplan in an unrealistic manner just to force certain results to happen.
    I also wish they would go the route of having a lot of elite animations that are only for higher rated players to really separate guys. I know OS seems to be split on not everyone having access to the same animation library, but I'd rather see an elite player in one area be able to literally do things other players can't. Odell Beckham can make all sorts of catches that your average WR can't even attempt on his own with no defense on the field. Having animations locked behind ratings would make that happen in Madden. Barry Sanders could shift around in way Christian Okoye could only dream of. On the flip side, Christian Okoye could use his body and strength in ways that would get Barry Sanders killed if he attempted. Having tiered animations based off of ratings would represent that.
    I do hope that X-Factors are not a feature that after this year they don't even touch. They did a good job with them, but the system can be changed around and fine-tuned much more. I hope they step back and realize that and try to get more animations, more abilities, and a more organic approach to it all.
    I edited some starters Traits from Star to Superstar in Franchise and was presently surprised how these players would generate various Superstar traits that seemed to be somewhat in-line with their positions.
    - so that’s good to know
    Most of these players in the 70’s still had hidden/unlocked Traits still waiting once they hit the OVR thresholds.
    This added some intrigue to some of those vets hitting FA and whether they where worth their asking price because there remained this hidden value that could be a benefit to my coaching plan.
    I also loved how one drafted player with Superstar Trait required “500” snaps to unveil his talents.
    He started all games and still had to play three additional games the following year just to fulfill this requirement.
    - I know they said half a season to reveal, but I actually like a longer grind to find out what this player is good at.
    2nd big decision was I drafted a beast Elusive RB that later revealed an Outside Zone Guru Superstar Trait, but my Offensive Scheme fit my OL that was built best for inside runs.
    Not having an Agile OL, defenders would beat my blockers consistently on outside run attempts and he wasn’t good on inside runs.
    I love that the Zone Guru Trait didn’t “override” the abilities of my OL making them something they where not just to fulfill the RB’s Superstar Trait.
    The Scenario Engine triggered his response that my Offensive Scheme didn’t fit his abilities and he was growing unhappy with not being properly utilized, even though he was my starting RB.
    - that was crazy to read
    The highest trade value I got from 12 teams was a 4th Rd next draft and 3rd Rd the following year.
    RB was 1st Rd pick that improved to an 84 OVR after one year.
    - Trade Logic is crazy stingy
    - some teams tried to dump their high contracts on me in this trade (loved this)
    For those Franchise folks not looking for an axe to grind, I really believe Franchise is going to provide a little more replay ability with the additions added.
    - especially aspects of some type of a grind through gameplay
    I’m actually looking forward towards experiencing the total picture of what’s been done/added to Franchise.
    khaliib
    I edited some starters Traits from Star to Superstar in Franchise and was presently surprised how these players would generate various Superstar traits that seemed to be somewhat in-line with their positions.
    - so that’s good to know
    Most of these players in the 70’s still had hidden/unlocked Traits still waiting once they hit the OVR thresholds.
    This added some intrigue to some of those vets hitting FA and whether they where worth their asking price because there remained this hidden value that could be a benefit to my coaching plan.
    I also loved how one drafted player with Superstar Trait required “500” snaps to unveil his talents.
    He started all games and still had to play three additional games the following year just to fulfill this requirement.
    - I know they said half a season to reveal, but I actually like a longer grind to find out what this player is good at.
    2nd big decision was I drafted a beast Elusive RB that later revealed an Outside Zone Guru Superstar Trait, but my Offensive Scheme fit my OL that was built best for inside runs.
    Not having an Agile OL, defenders would beat my blockers consistently on outside run attempts and he wasn’t good on inside runs.
    I love that the Zone Guru Trait didn’t “override” the abilities of my OL making them something they where not just to fulfill the RB’s Superstar Trait.
    The Scenario Engine triggered his response that my Offensive Scheme didn’t fit his abilities and he was growing unhappy with not being properly utilized, even though he was my starting RB.
    - that was crazy to read
    The highest trade value I got from 12 teams was a 4th Rd next draft and 3rd Rd the following year.
    RB was 1st Rd pick that improved to an 84 OVR after one year.
    - Trade Logic is crazy stingy
    - some teams tried to dump their high contracts on me in this trade (loved this)
    For those Franchise folks not looking for an axe to grind, I really believe Franchise is going to provide a little more replay ability with the additions added.
    - especially aspects of some type of a grind through gameplay
    I’m actually looking forward towards experiencing the total picture of what’s been done/added to Franchise.

    Everything in this post is flames. A Franchise playthrough full of these kinds of experiences would be really nice.
    canes21
    Players still have abilities that separate them when not in the zone. While I am against some abilities and the way the zones work, I do want to clear it up that there are abilities that superstars have at all times regardless of whether or not they are in the zone.
    I do wish that EA would do the zone abilities differently. I'm not a fan of having to do exactly X to get zone ability Y. I'd rather see a confidence system that worked similar to the Impact Player system on the PS2 NCAA's. Make enough big plays or make a big key play and a guy can all of a sudden turn it on. That is more organic than what is being implemented now. It didn't enforce strict requirements in order to get a guy in the zone. It didn't make it any easier to get in the zone either. It just allowed players to get into the zone in more organic ways that did not disrupt the flow of the game or cause the user to adjust their gameplan in an unrealistic manner just to force certain results to happen.
    I also wish they would go the route of having a lot of elite animations that are only for higher rated players to really separate guys. I know OS seems to be split on not everyone having access to the same animation library, but I'd rather see an elite player in one area be able to literally do things other players can't. Odell Beckham can make all sorts of catches that your average WR can't even attempt on his own with no defense on the field. Having animations locked behind ratings would make that happen in Madden. Barry Sanders could shift around in way Christian Okoye could only dream of. On the flip side, Christian Okoye could use his body and strength in ways that would get Barry Sanders killed if he attempted. Having tiered animations based off of ratings would represent that.
    I do hope that X-Factors are not a feature that after this year they don't even touch. They did a good job with them, but the system can be changed around and fine-tuned much more. I hope they step back and realize that and try to get more animations, more abilities, and a more organic approach to it all.

    History says they wont add anything to it.
    jfsolo
    Everything in this post is flames. A Franchise playthrough full of these kinds of experiences would be really nice.

    After trading the RB, I thought I should’ve waited to see what negative outcome/impact would be if any.
    The other thing I didn’t note was that the RB was not a scheme fit, but I drafted him because of his high Combine stats.
    - if not being a Scheme Fit can/will produce tangible team issues, this will be a huge addition
    khaliib
    After trading the RB, I thought I should’ve waited to see what negative outcome/impact would be if any.
    The other thing I didn’t note was that the RB was not a scheme fit, but I drafted him because of his high Combine stats.
    - if not being a Scheme Fit can/will produce tangible team issues, this will be a huge addition

    Agreed on this, but I'm sure it will be glossed over.
    This xfactor thing is disgusting, whole mechanic was unneeded and its implemented even worse.  Even by this article if 1 xfactor player was bad enough to deal with, imagine using an entire team filled with them in MUT(the most popular game mode in madden). 
    What kind of overwatch gameplay are we going to see this year when entire field is lit up with super sayan characters flying around and doing stupid things just because they are "in x factor" mode......
    The game looks to be in a lot worse state this year then it has ever been, and it seems like there are big changes on the way to this franchise that seems like it will be in the slump after this years release.
    HypeRNT
    This xfactor thing is disgusting, whole mechanic was unneeded and its implemented even worse.* Even by this article if 1 xfactor player was bad enough to deal with, imagine using an entire team filled with them in MUT(the most popular game mode in madden).*
    What kind of overwatch gameplay are we going to see this year when entire field is lit up with super sayan characters flying around and doing stupid things just because they are "in x factor" mode......
    The game looks to be in a lot worse state this year then it has ever been, and it seems like there are big changes on the way to this franchise that seems like it will be in the slump after this years release.

    From my experience in the beta, the players are not going to fly around and make ridiculous plays because they are in the zone. Shutdown corners did not warp all over the place and run routes better than the WR did. When they weren't in the zone they were good corners that were tough to throw on. When they got into thee zone they became guys that could shutdown the one WR they were on, but if you schemed it right you could still beat them. There were a few times I got CB's out of the zone from actually passing at them by calling the appropriate play to beat them in 1 on 1 coverage.
    It was similar with all positions. The zone abilities did not make a single player become superhuman, they just played like an impact player in the older NCAA games. You could still beat any of them in the right circumstance. If a corner was in the zone and playing off the ball I could still hit hitches and slants and other quick hitters to beat them. I could even run outs against them when in man because they didn't become superhuman. When a DL was in the zone I used my backs to help in pass protection. I ran away from them until they got out of the zone. I ran counters and traps to get them in unfavorable spots. When RBs were in the zone I loaded the box. When QB's were in the zone I pressured them.
    Everything was beatable and a lot more balanced than I ever expected from EA. You could use real football strategy to counter each player in the zone and I was pleasantly surprised to see that.
    canes21
    From my experience in the beta, the players are not going to fly around and make ridiculous plays because they are in the zone. Shutdown corners did not warp all over the place and run routes better than the WR did. When they weren't in the zone they were good corners that were tough to throw on. When they got into thee zone they became guys that could shutdown the one WR they were on, but if you schemed it right you could still beat them. There were a few times I got CB's out of the zone from actually passing at them by calling the appropriate play to beat them in 1 on 1 coverage.
    It was similar with all positions. The zone abilities did not make a single player become superhuman, they just played like an impact player in the older NCAA games. You could still beat any of them in the right circumstance. If a corner was in the zone and playing off the ball I could still hit hitches and slants and other quick hitters to beat them. I could even run outs against them when in man because they didn't become superhuman. When a DL was in the zone I used my backs to help in pass protection. I ran away from them until they got out of the zone. I ran counters and traps to get them in unfavorable spots. When RBs were in the zone I loaded the box. When QB's were in the zone I pressured them.
    Everything was beatable and a lot more balanced than I ever expected from EA. You could use real football strategy to counter each player in the zone and I was pleasantly surprised to see that.

    Don't waste you key strokes on someone who is hell bent on dismissing the feature without trying it. Save your insight for peeps who will discuss things in good faith.
    khaliib
    I edited some starters Traits from Star to Superstar in Franchise and was presently surprised how these players would generate various Superstar traits that seemed to be somewhat in-line with their positions.
    - so that’s good to know
    Most of these players in the 70’s still had hidden/unlocked Traits still waiting once they hit the OVR thresholds.
    This added some intrigue to some of those vets hitting FA and whether they where worth their asking price because there remained this hidden value that could be a benefit to my coaching plan.
    I also loved how one drafted player with Superstar Trait required “500” snaps to unveil his talents.
    He started all games and still had to play three additional games the following year just to fulfill this requirement.
    - I know they said half a season to reveal, but I actually like a longer grind to find out what this player is good at.
    2nd big decision was I drafted a beast Elusive RB that later revealed an Outside Zone Guru Superstar Trait, but my Offensive Scheme fit my OL that was built best for inside runs.
    Not having an Agile OL, defenders would beat my blockers consistently on outside run attempts and he wasn’t good on inside runs.
    I love that the Zone Guru Trait didn’t “override” the abilities of my OL making them something they where not just to fulfill the RB’s Superstar Trait.
    The Scenario Engine triggered his response that my Offensive Scheme didn’t fit his abilities and he was growing unhappy with not being properly utilized, even though he was my starting RB.
    - that was crazy to read
    The highest trade value I got from 12 teams was a 4th Rd next draft and 3rd Rd the following year.
    RB was 1st Rd pick that improved to an 84 OVR after one year.
    - Trade Logic is crazy stingy
    - some teams tried to dump their high contracts on me in this trade (loved this)
    For those Franchise folks not looking for an axe to grind, I really believe Franchise is going to provide a little more replay ability with the additions added.
    - especially aspects of some type of a grind through gameplay
    I’m actually looking forward towards experiencing the total picture of what’s been done/added to Franchise.

    This sounds very promising. :o
    HypeRNT
    This xfactor thing is disgusting, whole mechanic was unneeded and its implemented even worse.* Even by this article if 1 xfactor player was bad enough to deal with, imagine using an entire team filled with them in MUT(the most popular game mode in madden).*
    What kind of overwatch gameplay are we going to see this year when entire field is lit up with super sayan characters flying around and doing stupid things just because they are "in x factor" mode......
    The game looks to be in a lot worse state this year then it has ever been, and it seems like there are big changes on the way to this franchise that seems like it will be in the slump after this years release.

    So turn it off. It's optional.
    HypeRNT
    This xfactor thing is disgusting, whole mechanic was unneeded and its implemented even worse.* Even by this article if 1 xfactor player was bad enough to deal with, imagine using an entire team filled with them in MUT(the most popular game mode in madden).*
    What kind of overwatch gameplay are we going to see this year when entire field is lit up with super sayan characters flying around and doing stupid things just because they are "in x factor" mode......
    The game looks to be in a lot worse state this year then it has ever been, and it seems like there are big changes on the way to this franchise that seems like it will be in the slump after this years release.

    I could not possibly disagree more with your assessment of where the game is at. Did you play the beta? The X-factor player were done extremely well and made a difference in how you play. As a cfm player, I thought they were one of the best additions madden as made in years. Finally stars stand out, which is something I would argue, we've never had in madden. If you're strictly talking MUT, then you might be on the wrong boards, I don't know how many of the guys around here are worrying about how balanced a pay for reward mode is.
    Sphinx
    I could not possibly disagree more with your assessment of where the game is at. Did you play the beta? The X-factor player were done extremely well and made a difference in how you play. As a cfm player, I thought they were one of the best additions madden as made in years. Finally stars stand out, which is something I would argue, we've never had in madden. If you're strictly talking MUT, then you might be on the wrong boards, I don't know how many of the guys around here are worrying about how balanced a pay for reward mode is.

    I'm with you on this. I thought the gameplay was outstanding & some of the best Madden I've played in a long time. Finally, players are starting to stand out & trying to scheme around them was a lot of fun . Im glad they ditched the true step for the RB, it was awful at times to play & watch. Sure a few issues here and there to be expected, it's a beta after all. I'm all about gameplay first and whatever Franchise mode ends up being I'll be fine with.
    DaReal Milticket
    I'm with you on this. I thought the gameplay was outstanding & some of the best Madden I've played in a long time. Finally, players are starting to stand out & trying to scheme around them was a lot of fun . Im glad they ditched the true step for the RB, it was awful at times to play & watch. Sure a few issues here and there to be expected, it's a beta after all. I'm all about gameplay first and whatever Franchise mode ends up being I'll be fine with.

    Yep, about the only thing I didn't like about the gameplay was qb's were too accurate. But that will end up being tuned down I am sure and if it's not, we have a slider for that. Plus, the sliders actually seemed to be working fairly well when I was experimenting with them. But for me default all pro for once felt like a challenge and a lot of that was because of the superstars and x-factors. I am really looking forward to the full release.
    Sphinx
    Yep, about the only thing I didn't like about the gameplay was qb's were too accurate. But that will end up being tuned down I am sure and if it's not, we have a slider for that. Plus, the sliders actually seemed to be working fairly well when I was experimenting with them. But for me default all pro for once felt like a challenge and a lot of that was because of the superstars and x-factors. I am really looking forward to the full release.

    Yep, thery're still to accurate on am as well. I also think PC guys like myself are even more optimistic regarding gameplay since we can tinker with things under the hood to ones content.
    DaReal Milticket
    Yep, thery're still to accurate on am as well. I also think PC guys like myself are even more optimistic regarding gameplay since we can tinker with things under the hood to ones content.

    Yep. At this point, PC is the only way to play single player. Sadly, there aren’t enough people enjoying the fruit of the PC version for many online league, though.
    But I am nervous about the next generation. My computer is close to maxed out, and I imagine the PC version of the next gen Madden will crush my system and force me to buy upgrades. Such is the life of the PC gamer.
    i've been playing madden since the 16-bit genesis and snes days and while graphically the game has changed, the game play for the most part has not changed all that much.
    testorz
    i've been playing madden since the 16-bit genesis and snes days and while graphically the game has changed, the game play for the most part has not changed all that much.

    It doesn't sound like you played the beta, then.
    Night and day difference even between 19 and 20, and it's not even close.
    Sphinx
    Yep, about the only thing I didn't like about the gameplay was qb's were too accurate. But that will end up being tuned down I am sure and if it's not, we have a slider for that. Plus, the sliders actually seemed to be working fairly well when I was experimenting with them. But for me default all pro for once felt like a challenge and a lot of that was because of the superstars and x-factors. I am really looking forward to the full release.

    Historically, adjusting the QB Accuracy slider has helped a bit, but the true "fix" is adjusting the Short, Medium, and Long pass accuracy ratings for each QB. People don't like to do that, bit it does yield more realistic completion % and also better looking mis-throws on the field. Player rating adjustments have always been a better way to get realism in gameplay vs sliders...but an unpopular one.
    C
    testorz
    i've been playing madden since the 16-bit genesis and snes days and while graphically the game has changed, the game play for the most part has not changed all that much.

    I don't agree with that at all. Have you played all the Maddens recently. They've changed quite a bit imo.
    DaReal Milticket
    I don't agree with that at all. Have you played all the Maddens recently. They've changed quite a bit imo.

    Classic case of someone who has watched some videos and not played any of the recent games. Not a clue but thinks they know..
    PhillyPhanatic14
    ^^^Too much to quote but that's 100% on the money. The X Factor/Superstar system is great and anyone that i've seen that's spent time in the game testing it loves it. They really nailed the execution.

    Sphinx
    I could not possibly disagree more with your assessment of where the game is at. Did you play the beta? The X-factor player were done extremely well and made a difference in how you play. As a cfm player, I thought they were one of the best additions madden as made in years. Finally stars stand out, which is something I would argue, we've never had in madden. If you're strictly talking MUT, then you might be on the wrong boards, I don't know how many of the guys around here are worrying about how balanced a pay for reward mode is.

    I have to say to those who didnt play the beta but are worried these people saying these things are not telling the truth for some reason. I have been and will continue to be tough on EA for things they fail at. I had serious questions and stated so on these forums that the Xfactor stuff would be OP (i also said this about RPOs ).
    I actually played the beta, and im here to tell the doubters , if they keep those things how they were in the beta, neither x factors or RPOs are OP. Xfactors was not something i saw engaged 2-5 times per game . Mostly just once , IF even that ( on sim mode in franchise, i never touched h2h online). However , what i felt really made a difference was , you now will be paying much closer attention to whom is lined up against you on the other side of the ball and where they are lined up at. However it in no way felt OP . It was great really i thought .
    I played as Jags. Jaylen Ramsey is an xfactor. He had to cause 2 incomplete passes his way to engage it . But even when he did that, one completion his way disengaged it, and it didnt take that long for that to happen. In no way did it ever feel like it was OP for me or against me .
    This is honestly the best ( not perfect) madden gameplay i recall ever playing . I am glad they proved me wrong ! Now if only they could do this type of improvements to franchise......
    roadman
    It doesn't sound like you played the beta, then.
    Night and day difference even between 19 and 20, and it's not even close.

    It really is not even close. Anyone who touched the beta knows and states this .
    howboutdat
    I have to say to those who didnt play the beta but are worried these people saying these things are not telling the truth for some reason. I have been and will continue to be tough on EA for things they fail at. I had serious questions and stated so on these forums that the Xfactor stuff would be OP (i also said this about RPOs ).
    I actually played the beta, and im here to tell the doubters , if they keep those things how they were in the beta, neither x factors or RPOs are OP. Xfactors was not something i saw engaged 2-5 times per game . Mostly just once , IF even that ( on sim mode in franchise, i never touched h2h online). However , what i felt really made a difference was , you now will be paying much closer attention to whom is lined up against you on the other side of the ball and where they are lined up at. However it in no way felt OP . It was great really i thought .
    I played as Jags. Jaylen Ramsey is an xfactor. He had to cause 2 incomplete passes his way to engage it . But even when he did that, one completion his way disengaged it, and it didnt take that long for that to happen. In no way did it ever feel like it was OP for me or against me .
    This is honestly the best ( not perfect) madden gameplay i recall ever playing . I am glad they proved me wrong ! Now if only they could do this type of improvements to franchise......

    And if only they don’t “fix” it with patches. I may turn off automatic updates if it can be done.
    capa
    Historically, adjusting the QB Accuracy slider has helped a bit, but the true "fix" is adjusting the Short, Medium, and Long pass accuracy ratings for each QB. People don't like to do that, bit it does yield more realistic completion % and also better looking mis-throws on the field. Player rating adjustments have always been a better way to get realism in gameplay vs sliders...but an unpopular one.
    C

    I get why it's unpopular. It takes forever and you have to commit to doing it with every new incoming draft class.
    khaliib
    After trading the RB, I thought I should’ve waited to see what negative outcome/impact would be if any.
    The other thing I didn’t note was that the RB was not a scheme fit, but I drafted him because of his high Combine stats.
    - if not being a Scheme Fit can/will produce tangible team issues, this will be a huge addition

    This is something that , as an online commish in particular, im very interested to find out as soon as possible if players like this would refuse to even resign with you no matter what you offer.
    Because too often in online leagues, guys draft more based on combine stats than anything.Even with how schemes were added last year. If you draft guys who dont fit and some ( not all) get upset even if they are made starters because the scheme does not fit. Then refuse to resign, this could really force people to draft more based on schemes than combine grades, and thus making our drafts much more interesting overall.
    Because currently if your not picking from round 1-2 your pretty much getting a back up ( unless your league limits drafting outside of projected rounds) . Mainly because of the combine grades and people drafting more off those with the combo of the 3 attributes shown. This could potentially change a lot about our drafts and i really hope so. This is something thats been needed to be done for so so long now.
    HypeRNT
    This xfactor thing is disgusting, whole mechanic was unneeded and its implemented even worse.* Even by this article if 1 xfactor player was bad enough to deal with, imagine using an entire team filled with them in MUT(the most popular game mode in madden).*
    What kind of overwatch gameplay are we going to see this year when entire field is lit up with super sayan characters flying around and doing stupid things just because they are "in x factor" mode......
    The game looks to be in a lot worse state this year then it has ever been, and it seems like there are big changes on the way to this franchise that seems like it will be in the slump after this years release.

    I'm going to guess you didn't play the beta, I could be wrong though. I had a lot of doubts when it came to the x-factors before I played the beta because EA sports and balance usually go together like oil and water. I was pleasantly surprised that it was pretty difficult for most x factors to get them in the zone and usually fairly easy to get them out. Of all the games I played during the beta I was only able to get maybe 4 players in the zone.
    WRs and CBs seem easier to get in the zone that pass rushers and QBs but they are also easier to get back out of the Zone. To get most pass rushers in the Zone you had to record 3 sacks with them to even get there. If you're playing against an opponent that knows how to scheme around your superstars it's very easy to keep defensive players out of the zone.
    I have been a huge EA critic and 19 was one of my least favorite Maddens in a long time, but I will say I thought the X-factors were done well. Yes the big Xs look silly and I hope theres a way to turn them off or at least make them smaller. But there wasn't just a bunch of players going "super sayan" all over the field. The new x-factors actually forced you to plan around a teams superstars and know where they are at on the field at all times which is a part of the game of football. I'm not an avid MUT player though, I'm wondering how they are going to bring balance to that mode.
    Sent from my SM-G950U using Tapatalk
    ForUntoOblivionSoar∞
    And if only they don’t “fix” it with patches. I may turn off automatic updates if it can be done.

    I went back to the “disk” purchase for this same reason.
    I know digital gets it in your hands earlier, but I use EA Access on 3 accounts to get me by.
    capa
    Historically, adjusting the QB Accuracy slider has helped a bit, but the true "fix" is adjusting the Short, Medium, and Long pass accuracy ratings for each QB. People don't like to do that, bit it does yield more realistic completion % and also better looking mis-throws on the field. Player rating adjustments have always been a better way to get realism in gameplay vs sliders...but an unpopular one.
    C

    This is another reason that anyone who can go PC should. We were able to get the passing game fixed without messing with ratings. I've got my passing setup in my mod to where I feel like it is pretty close to 2k8's accuracy and I love it along with the slower velocities I use. There was no learning curve to the new pass trajectories in the beta because they were almost the same as what mine are in my mod and that was one of the first things I ever change. Until you see what all we can change on PC it's hard to really appreciate the PC release.
    khaliib
    I went back to the “disk” purchase for this same reason.
    I know digital gets it in your hands earlier, but I use EA Access on 3 accounts to get me by.

    While I don't enjoy every patch that EA puts out, for me the things that can be done on PC will make me never go back to console unless forced to.
    Shosum13
    I'm going to guess you didn't play the beta, I could be wrong though. I had a lot of doubts when it came to the x-factors before I played the beta because EA sports and balance usually go together like oil and water. I was pleasantly surprised that it was pretty difficult for most x factors to get them in the zone and usually fairly easy to get them out. Of all the games I played during the beta I was only able to get maybe 4 players in the zone.
    WRs and CBs seem easier to get in the zone that pass rushers and QBs but they are also easier to get back out of the Zone. To get most pass rushers in the Zone you had to record 3 sacks with them to even get there. If you're playing against an opponent that knows how to scheme around your superstars it's very easy to keep defensive players out of the zone.
    I have been a huge EA critic and 19 was one of my least favorite Maddens in a long time, but I will say I thought the X-factors were done well. Yes the big Xs look silly and I hope theres a way to turn them off or at least make them smaller. But there wasn't just a bunch of players going "super sayan" all over the field. The new x-factors actually forced you to plan around a teams superstars and know where they are at on the field at all times which is a part of the game of football. I'm not an avid MUT player though, I'm wondering how they are going to bring balance to that mode.
    Sent from my SM-G950U using Tapatalk

    I have played the beta, regardless even if anyone hasnt, there is tons of footage of live games so the gameplay point is irrelevant.
    The point that was made even in this article, is that a player like Khalil Mack(im a bears fan) isnt simply not a good player because he does not have a glowing X next to his feet... Superstar players are in the zone all the time...So this whole concept makes no sense.... Does Khalil Mack need to get 2 sacks before he can become a great player? No... Does Rodgers need to throw down the field 3 times before he is considered good player? No.... This entire concept is a joke besides the fact that its pre-made for MUT which is their money maker and they are trying to weasel their way around that fact because the gambling loot topic is pretty hot right now.
    This game has pros and cons like always, but there are videos breaking down the Dline for example that is still just as confused as always, where a guy got thru the O line and then stops and waits for the RB to go block instead of just straight rushing the QB.
    Im hearing silly things like "game feels faster" and "you can make inbound catches better" like really? Thats the selling points here? That they made the game faster? Did we need a new game for that? This game looks like its a beta for either next year or the year after that and it feels like huge changes are coming and they are just trying to use this game as a small piggy bank before the real games start coming out on the new consoles.
    HypeRNT
    I have played the beta, regardless even if anyone hasnt, there is tons of footage of live games so the gameplay point is irrelevant.
    The point that was made even in this article, is that a player like Khalil Mack(im a bears fan) isnt simply not a good player because he does not have a glowing X next to his feet... Superstar players are in the zone all the time...So this whole concept makes no sense.... Does Khalil Mack need to get 2 sacks before he can become a great player? No... Does Rodgers need to throw down the field 3 times before he is considered good player? No.... This entire concept is a joke besides the fact that its pre-made for MUT which is their money maker and they are trying to weasel their way around that fact because the gambling loot topic is pretty hot right now.
    This game has pros and cons like always, but there are videos breaking down the Dline for example that is still just as confused as always, where a guy got thru the O line and then stops and waits for the RB to go block instead of just straight rushing the QB.
    Im hearing silly things like "game feels faster" and "you can make inbound catches better" like really? Thats the selling points here? That they made the game faster? Did we need a new game for that? This game looks like its a beta for either next year or the year after that and it feels like huge changes are coming and they are just trying to use this game as a small piggy bank before the real games start coming out on the new consoles.

    Players in real life are most certainly not always in a zone. Otherwise we wouldn't have the phrase "in a zone" in sports, lol
    Sent from my iPad using Operation Sports
    HypeRNT
    I have played the beta, regardless even if anyone hasnt, there is tons of footage of live games so the gameplay point is irrelevant.
    The point that was made even in this article, is that a player like Khalil Mack(im a bears fan) isnt simply not a good player because he does not have a glowing X next to his feet... Superstar players are in the zone all the time...So this whole concept makes no sense.... Does Khalil Mack need to get 2 sacks before he can become a great player? No... Does Rodgers need to throw down the field 3 times before he is considered good player? No.... This entire concept is a joke besides the fact that its pre-made for MUT which is their money maker and they are trying to weasel their way around that fact because the gambling loot topic is pretty hot right now.
    This game has pros and cons like always, but there are videos breaking down the Dline for example that is still just as confused as always, where a guy got thru the O line and then stops and waits for the RB to go block instead of just straight rushing the QB.
    Im hearing silly things like "game feels faster" and "you can make inbound catches better" like really? Thats the selling points here? That they made the game faster? Did we need a new game for that? This game looks like its a beta for either next year or the year after that and it feels like huge changes are coming and they are just trying to use this game as a small piggy bank before the real games start coming out on the new consoles.

    You may be a little confused as to what being in the zone means.
    Mack doesn't get sacks every week and some games he plays better than others as many do.
    And I don't feel the game is faster. Maybe the guys that play on slow and very slow are posting that
    Rayzaa
    You may be a little confused as to what being in the zone means.
    Mack doesn't get sacks every week and some games he plays better than others as many do.
    And I don't feel the game is faster. Maybe the guys that play on slow and very slow are posting that

    I haven't read anything like the game itself is moving faster atleast on OS & I used to play on very slow. I think they actually slowed down the speed a notch from what normal speed used to be. I'm actually fine with the game speed and in the beta I globally rated players speed -10 and played fantastic.
    DaReal Milticket
    I haven't read anything like the game itself is moving faster atleast on OS & I used to play on very slow. I think they actually slowed down the speed a notch from what normal speed used to be. I'm actually fine with the game speed and in the beta I globally rated players speed -10 and played fantastic.

    I felt like it was just a little slower as well, although it could have been my imagination and I was just picking up on the smoothness of the gameplay and animation improvements.
    HypeRNT
    I have played the beta, regardless even if anyone hasnt, there is tons of footage of live games so the gameplay point is irrelevant.
    The point that was made even in this article, is that a player like Khalil Mack(im a bears fan) isnt simply not a good player because he does not have a glowing X next to his feet... Superstar players are in the zone all the time...So this whole concept makes no sense.... Does Khalil Mack need to get 2 sacks before he can become a great player? No... Does Rodgers need to throw down the field 3 times before he is considered good player? No.... This entire concept is a joke besides the fact that its pre-made for MUT which is their money maker and they are trying to weasel their way around that fact because the gambling loot topic is pretty hot right now.
    This game has pros and cons like always, but there are videos breaking down the Dline for example that is still just as confused as always, where a guy got thru the O line and then stops and waits for the RB to go block instead of just straight rushing the QB.
    Im hearing silly things like "game feels faster" and "you can make inbound catches better" like really? Thats the selling points here? That they made the game faster? Did we need a new game for that? This game looks like its a beta for either next year or the year after that and it feels like huge changes are coming and they are just trying to use this game as a small piggy bank before the real games start coming out on the new consoles.

    Umm, no, the point isn't irrelevant. I could give two quacks who sees "live gameplay" and decides to drop a opinion at OS. If you are hearing things, you aren't feeling things.
    That opinion means nothing, it's similar to seeing a trailer of a movie and claiming the movie is terrible before seeing the entire movie.
    Nah, I don't roll that way at all.
    I liked running slow, but ran normal to get rid of the issues that slow brought on. The beta felt slower than normal to me and going back to M19 the other night it felt fast after playing the beta for the weekend.
    edgevoice
    I felt like it was just a little slower as well, although it could have been my imagination and I was just picking up on the smoothness of the gameplay and animation improvements.

    That could be as well. My problem with normal speed wasn't how quick the game moved it was when the moving objectives would come together. Madden 20, was like man this smooth & felt dialed in. M19 felt to hyper & extra rushed movements on normal for me. Hopefully they don't those this at release and change it.
    I was planning on avoiding Madden 20, but it sounds as if they fixed the running game, which was a slog in 19. I'll at least do the free trial through Origin to check it out for myself.
    boomhauertjs
    I was planning on avoiding Madden 20, but it sounds as if they fixed the running game, which was a slog in 19. I'll at least do the free trial through Origin to check it out for myself.

    With the free trial available to everyone now I'm not sure why everyone isn't taking this approach. It literally costs nothing to get a look at the full game.
    roadman
    Umm, no, the point isn't irrelevant. I could give two quacks who sees "live gameplay" and decides to drop a opinion at OS. If you are hearing things, you aren't feeling things.
    That opinion means nothing, it's similar to seeing a trailer of a movie and claiming the movie is terrible before seeing the entire movie.
    Nah, I don't roll that way at all.

    I 50% agree with this. While I wouldn't watch a movie trailer and decide it's terrible, I may still decide not to go see it. I always watch video of the game to help me decide if it's for me.
    There are posters that do a great job of showing gameplay, settings and letting the game run through all the screens. I am able to slow plays down, study specific areas of concerns to see if they're cleaned up. If I feel the game is decent and I am relatively certain I can use sliders to tune what I don't like, I pick the game up. There are also posters who will find one rare bug, show it repeatedly and talk about how bad the game is. I move on from them, just like I move on from the fast-taking-everything-in-this-game-is-great guys.
    Would I be able to drop an informed review here based on observing video alone? No. However, I have given my basic opinions on issues I feel are relevant in the past, with full disclosure of not having played the game, as to what I'd like to see fixed before I would buy it.
    That's not to say that the opinion is gonna hold near the weight of someone who has actually played it. Also, I knew that with Madden 19, I was going to have to buy it to truly know if I liked it, since RPM and one-cut mechanic had to felt, not just seen.
    edgevoice
    I 50% agree with this. While I wouldn't watch a movie trailer and decide it's terrible, I may still decide not to go see it. I always watch video of the game to help me decide if it's for me.
    There are posters that do a great job of showing gameplay, settings and letting the game run through all the screens. I am able to slow plays down, study specific areas of concerns to see if they're cleaned up. If I feel the game is decent and I am relatively certain I can use sliders to tune what I don't like, I pick the game up. There are also posters who will find one rare bug, show it repeatedly and talk about how bad the game is. I move on from them, just like I move on from the fast-taking-everything-in-this-game-is-great guys.
    Would I be able to drop an informed review here based on observing video alone? No. However, I have given my basic opinions on issues I feel are relevant in the past, with full disclosure of not having played the game, as to what I'd like to see fixed before I would buy it.
    That's not to say that the opinion is gonna hold near the weight of someone who has actually played it. Also, I knew that with Madden 19, I was going to have to buy it to truly know if I liked it, since RPM and one-cut mechanic had to felt, not just seen.

    Sure, I can see that part Edge, but personally, that isn't normally how I go about making decisions. Take the movie trailer example part. If I decide to not see a movie based on the trailer(brand new movie, no part 2 lol) and find out later from friends I missed out on a good movie, to me, that is regretful. There is a chance that I could have been right.
    Anyway, there are only a few people I would trust with the eye test with Madden and they know who they are. I just don't feel comfortable with most people that render opinions that they don't have experience with, and that is anything in life with me.
    boomhauertjs
    I was planning on avoiding Madden 20, but it sounds as if they fixed the running game, which was a slog in 19. I'll at least do the free trial through Origin to check it out for myself.

    The running game on the beta was really nice. The downfield blocking really had me excited.
    I was a little jarred at the game speed though and it is something I will look at again on EA Access when I have another 10 hours to play the retail version.
    Sent from Palm Trees and Paradise using Operation Sports
    PhillyPhanatic14
    With the free trial available to everyone now I'm not sure why everyone isn't taking this approach. It literally costs nothing to get a look at the full game.

    I am taking this approach. This will allow me to make a hands on informed decision if I want the game at release or wait a while.
    I was thrilled to hear that EA Access was coming to the PS4. It is a huge help so you don’t buy the game blind at release.
    Sent from Palm Trees and Paradise using Operation Sports
    roadman
    Sure, I can see that part Edge, but personally, that isn't normally how I go about making decisions. Take the movie trailer example part. If I decide to not see a movie based on the trailer(brand new movie, no part 2 lol) and find out later from friends I missed out on a good movie, to me, that is regretful. There is a chance that I could have been right.
    Anyway, there are only a few people I would trust with the eye test with Madden and they know who they are. I just don't feel comfortable with most people that render opinions that they don't have experience with, and that is anything in life with me.

    Great points. Just for the record, I am trusting my eyes when watching videos, not the comments of those posting them.
    roadman
    Umm, no, the point isn't irrelevant. I could give two quacks who sees "live gameplay" and decides to drop a opinion at OS. If you are hearing things, you aren't feeling things.
    That opinion means nothing, it's similar to seeing a trailer of a movie and claiming the movie is terrible before seeing the entire movie.
    Nah, I don't roll that way at all.

    Thank you! Video games especially it is important to have that hands on experience to actually see how it feels not just watch some videos. You can make your decision on whether to buy it or not based on some videos but you can't go giving a review on a game in a forum that you haven't played. Some of these videos that showcase issues in Madden have the same type of effect that an actual highlight tape of a player has. Of course a player is going to look good in their highlight tapes, that's why it's a highlight tape. With these issues videos it's the same thing, if you make a compilation of all of a games issues in one video it's going to appear worse than it is.
    It's still a video game so yes it is going to have some issues still, and I hope they work off of the beta and smooth it out even more before release. While I was hoping for more of a badge and/or abilities and tendencies system the new superstar abilities and x factors came close to that. No it's not the exact same thing but for the first time I can remember in Madden I had to actually be aware of where my opponents playmakers were on the field. It's a good starting point that if they actually take this and build on it we could have a very good game in the near future.
    I thought they did a good job of balancing the x factors, it's hard enough to get in the zone yet easy enough to get a player out for the most part. My only worry for the offensive x factors for WRs, TEs, and RBs for online leagues is it promotes force feeding the ball. Although I guess a real NFL team if they have that much of a difference maker will want to get them the ball.
    Sent from my SM-G950U using Tapatalk
    edgevoice
    Great points. Just for the record, I am trusting my eyes when watching videos, not the comments of those posting them.

    Edge, you are one of those people I mentioned above.
    Armor and Sword
    I am taking this approach. This will allow me to make a hands on informed decision if I want the game at release or wait a while.
    I was thrilled to hear that EA Access was coming to the PS4. It is a huge help so you don’t buy the game blind at release.
    Sent from Palm Trees and Paradise using Operation Sports

    The blocking is really good on running plays. I'd say too good, but I also am one of the few that also thought running was still easy on 19.
    canes21
    The blocking is really good on running plays. I'd say too good, but I also am one of the few that also thought running was still easy on 19.

    I have always had a strong running game. It is one of my best skills in Madden. And to me is the most fun I have playing the game. I love feeling the flow and finding the hole, cut back and boom.
    I thought true step was a nice step in the right direction and it just needed refinement, but as usual...EA ditched it already.
    What I really liked about the running game on the beta was the downfield blocking was on point. So for guys like us who have great vision running the ball this can make it even more deadly. I broke some serious jaunts at the second level because of great downfield blocking by the TE and WR's which I never saw on previous Maddens.
    The speed threshold slider will be a key one in calming down big plays. The game played smooth, but I took issues to just how wide open it felt. Madden 19 I have to really earn big plays and chunk yardage. For all it's warts, the game finally had defensive battles. I hope they did not nerf defense on the final product with 20. The animations were very smooth, player responsiveness was good but also again felt twitchy to me in being able to cut and juke on a dime where as in 19 player weight and momentum played a role (and true step was part of that and yes it had faults but I figured it was a starting point to true player momentum).
    I am going to reserve all judgment till I play the retail version of the game.
    Because in the end....this was a Beta...not a demo. Big difference.
    Armor and Sword
    I have always had a strong running game. It is one of my best skills in Madden. And to me is the most fun I have playing the game. I love feeling the flow and finding the hole, cut back and boom.
    I thought true step was a nice step in the right direction and it just needed refinement, but as usual...EA ditched it already.
    What I really liked about the running game on the beta was the downfield blocking was on point. So for guys like us who have great vision running the ball this can make it even more deadly. I broke some serious jaunts at the second level because of great downfield blocking by the TE and WR's which I never saw on previous Maddens.
    The speed threshold slider will be a key one in calming down big plays. The game played smooth, but I took issues to just how wide open it felt. Madden 19 I have to really earn big plays and chunk yardage. For all it's warts, the game finally had defensive battles. I hope they did not nerf defense on the final product with 20. The animations were very smooth, player responsiveness was good but also again felt twitchy to me in being able to cut and juke on a dime where as in 19 player weight and momentum played a role (and true step was part of that and yes it had faults but I figured it was a starting point to true player momentum).
    I am going to reserve all judgment till I play the retail version of the game.
    Because in the end....this was a Beta...not a demo. Big difference.
    When I think about it... is the mechanic from M19 where the runner put his hand on his lineman's back to better navigate through the hole still in the game? I do not remeber anyone mentioning it while praising the improved running game. I enjoyed this mechanic more than anything in the Madden game, ever.
    Executor
    When I think about it... is the mechanic from M19 where the runner put his hand on his lineman's back to better navigate through the hole still in the game? I do not remeber anyone mentioning it while praising the improved running game. I enjoyed this mechanic more than anything in the Madden game, ever.

    Yes it's still in the game..actually works much better now
    Sent from my iPhone using Operation Sports
    Armor and Sword
    I have always had a strong running game. It is one of my best skills in Madden. And to me is the most fun I have playing the game. I love feeling the flow and finding the hole, cut back and boom.
    I thought true step was a nice step in the right direction and it just needed refinement, but as usual...EA ditched it already.
    What I really liked about the running game on the beta was the downfield blocking was on point. So for guys like us who have great vision running the ball this can make it even more deadly. I broke some serious jaunts at the second level because of great downfield blocking by the TE and WR's which I never saw on previous Maddens.
    The speed threshold slider will be a key one in calming down big plays. The game played smooth, but I took issues to just how wide open it felt. Madden 19 I have to really earn big plays and chunk yardage. For all it's warts, the game finally had defensive battles. I hope they did not nerf defense on the final product with 20. The animations were very smooth, player responsiveness was good but also again felt twitchy to me in being able to cut and juke on a dime where as in 19 player weight and momentum played a role (and true step was part of that and yes it had faults but I figured it was a starting point to true player momentum).
    I am going to reserve all judgment till I play the retail version of the game.
    Because in the end....this was a Beta...not a demo. Big difference.

    I couldn't really agree more with anything in this post.
    Yes, the downfield block and all around run blocking was great. The pulling linemen on pitches and counters and all other plays was spot on. The way they set up holes was beautiful and I was pleasantly surprised EA had such a good looking run game. The blocking overall in the beta was a pleasant surprise. I loved how the pass rush was more push and less shed, but it could use more push.
    I also thought M19 had a great balance to really nail down the defensive feel of every NFL game while this M20 beta was more wide open. I think the default 50 speed threshold in the beta felt much more wide open than what 50 feels like on M19. I may just be imagining that, but I do think I will be turning down the threshold when I play the retail copy because it will be huge in keeping outside running from being OP.
    Running the ball has always been my strong suit as well in football games so I guess maybe I have better vision in these games than I give myself credit for? I remember in the M19 beta feedback forums everyone was complaining about how hard running the ball was and even at release a lot of people struggled with it. I actually was making my mod make the running game even harder haha.
    I did love true step as well and had wished they found a way to make it work all-22, but here we are. I think one of the one things we will disagree on is the feeling in M20. I think the players still move and feel pretty good. They have that roundness to their movements like the PS2 games have if that even makes sense to anyone else. That's how I'd describe it. I was a happy camper with regards to all around locomotion in the beta from my controlled player to the other 21 players on the field. It all looked good to me.
    HypeRNT
    I have played the beta, regardless even if anyone hasnt, there is tons of footage of live games so the gameplay point is irrelevant.
    The point that was made even in this article, is that a player like Khalil Mack(im a bears fan) isnt simply not a good player because he does not have a glowing X next to his feet... Superstar players are in the zone all the time...So this whole concept makes no sense.... Does Khalil Mack need to get 2 sacks before he can become a great player? No... Does Rodgers need to throw down the field 3 times before he is considered good player? No.... This entire concept is a joke besides the fact that its pre-made for MUT which is their money maker and they are trying to weasel their way around that fact because the gambling loot topic is pretty hot right now.
    This game has pros and cons like always, but there are videos breaking down the Dline for example that is still just as confused as always, where a guy got thru the O line and then stops and waits for the RB to go block instead of just straight rushing the QB.
    Im hearing silly things like "game feels faster" and "you can make inbound catches better" like really? Thats the selling points here? That they made the game faster? Did we need a new game for that? This game looks like its a beta for either next year or the year after that and it feels like huge changes are coming and they are just trying to use this game as a small piggy bank before the real games start coming out on the new consoles.

    I liked most of this post, but I have to ask for clarification on your "in the zone" commentary. I think people are dismissing your post a little early rather than asking for clarification on what you wrote, as I feel like you were trying convey something different than what was written. Disclaimer: haven't played the beta, skipped Madden 19, big lover of APF 2k8 just to make sure everyone knows my "battlelines" lol.
    I believe great players should always have the ability to make a great play organically (read: they shouldn't have to be "in the zone" in-order to start looking great.) I haven't touched the beta, so I'm not saying that the game doesn't feel that way, but from an outsider's perspective like mine and the gameplay I've seen, and the explanations I've seen, and the reviews and commentary I've seen, I get the impression that these great players don't necessarily feel "great" until a certain objective is achieved. Now, I agree with you fellow OS'ers who say that great players don't always play great, but I don't agree with the objective-based activation of greatness that 20 is seemingly doing. Some games, guys just don't get the opportunity to really leave their mark on the field, but that doesnt' mean that they can't do something great in one of their few opportunities right? They don't magically lose the ability to do something phenomenal, just because they haven't X'ed for Y amount of Z's correct?
    I believe a huge impact play (ie. 3rd down batdown/clutch catch, RB breaks a 20+ yarder/big hit + TFL, etc.) should activate this boosted "great" state that these players can get into. In addition, you could add a "confidence" meter or something that would effectively dictate whether this player will stay in the "great" state or "simmer-down" into his normal elite-level attribute player he is. You could use something similar to the NCAA "greatness" play to determine how much "confidence" the X-factor player has. Enough mundane plays in a row, the more chance there is to lose the "great" state. Poise or consistency rating could be used to determine how quickly the "confidence" meter lowers due to being a non-factor, and also how much boost the meter gets for a positive play.
    I agree that this system seems built for MUT. The stats-driven activation promotes cheesing and a carrot for the more casual fans who don't know how to gameplan/call strategic plays at the right time and instead they can just half-heartedly build a "gameplan" centered around findings every possible exploit to get their X-factor the magic stats.
    Again, I haven't played the game, I haven't been able to feel how easy/hard it is to get someone in and out of "the zone" but I feel like they could've made this "zone" stuff a lot more immersive and organic. To me, the system seems rather primitive and the "great" players sound (again, I haven't played the game) like they'll be simply another mundane, good player before they are inorganically put in "the zone."
    So TL;DR version: If the user was trying to say "Great players should always have the ability to be great, and that the system seems rather archaic due to the stat-based activation of 'greatness' then I 100% agree with him.
    roadman
    Sure, I can see that part Edge, but personally, that isn't normally how I go about making decisions. Take the movie trailer example part. If I decide to not see a movie based on the trailer(brand new movie, no part 2 lol) and find out later from friends I missed out on a good movie, to me, that is regretful. There is a chance that I could have been right.
    Anyway, there are only a few people I would trust with the eye test with Madden and they know who they are. I just don't feel comfortable with most people that render opinions that they don't have experience with, and that is anything in life with me.

    Madden is really interesting in this regard. Maybe, other sports games are, too, and/or all video games. Playing a game is always going to be better/different than watching a video for sure.
    Madden is so interesting to me, because I have to say, I still remember when M13 came out. They had something before ea access out back then, and I owned it. I remember booting the game up for the first time. Forget watching videos and being fooled, when I first lined up at the LOS, i was like, ‘omg, this is the same crappy game as 12. He players look exactly the same. Same old madden.’ Lol. And, then I hiked the ball. The game felt/animated completely differently from 12. It felt like fifa (a game I have almost always loved and preferred to madden, and of course, 13 was the year they ‘borrowed’ the infinity engine from fifa), and I was simply beside myself with joy. Lol.
    The game from a snapshot perspective, or probably also from a ‘video watching’ perspective probably looked like ‘same old madden’ to many. But, in no way, shape, or form did that game play anything like 12. It was a completely new/different build. It simply had roughly the same graphical qualities as 12.
    20 could be the same thing for any video watchers out there. Imo, 20 graphically does look different, though. It’s a little more ‘cartoonish’ to me than 19. This isn’t bad or good, just different, imo. But, that being said, I can imagine people who didn’t play the beta saying this type of thing. But, again, from my first snap, or kickoff, rather, I returned the ball about 20 yards, spun around 1 defender and insta-juked past another before being brought down by a 3rd tackler. I was like, ‘holy s—t!’ The animations, alone, just felt incredibly smooth. And, again, I’d argue that graphically, it’s slightly different than M16-19 (all of these games actually do look the same, although they all played differently in certain aspects). But, u don’t really ‘understand’ how different the game is unless you’re playing it. By far and away, this is the most responsive and smoothest madden of all time. And, legit, to me, it’s like they struck some great balance with the responsiveness of old school maddens like M06 or something with more ‘realistic’ player models of M16-19, and the updated player mechanics (precision juking and rac/aggressive catches, etc).
    There is simply no lag in M20. That’s the thing I can’t get over the most. I simply don’t even understand the lag that has existed in M16-19. They’re all the same in that regard. It’s like u have to juke an hour before u want to. And, even the menu buttons were laggy. This was crisp in M20 as well. I just started playing nhl20 because it’s free in the EA Vault, and they have the same laggy menus, actually. So, I’m pretty sure that’s some shared code. Lol.
    But, man, oh, man, I’m truly hyped for madden like I’ve never been before. The gameplay, alone, sold me. But, I was also pleasantly surprised with liking the x-factor stuff.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    I just started playing nhl20 because it’s free in the EA Vault, and they have the same laggy menus, actually. So, I’m pretty sure that’s some shared code. Lol.
    But, man, oh, man, I’m truly hyped for madden like I’ve never been before. The gameplay, alone, sold me. But, I was also pleasantly surprised with liking the x-factor stuff.
    Sent from my iPhone using Tapatalk

    Wait, NHL 20 is in the EA Vault????? Did you mean 19?
    Hot:
    Gameplay
    Player movement
    Game speed
    QB cadences/walk to the line
    Fumble recoveries
    Int transitions
    X factors
    Graphics/lighting
    Trajectories
    Ball physics
    New animations
    No tackle battle
    RPO's
    Play calling
    Not:
    To many fumbles caused with LB X factors
    CPU Accuracy, way to accurate still (5 yrs running (ALL Madden)
    Only tested game play heavy.
    DaReal Milticket
    Hot:
    Gameplay
    Player movement
    Game speed
    QB cadences/walk to the line
    Fumble recoveries
    Int transitions
    X factors
    Graphics/lighting
    Trajectories
    Ball physics
    New animations
    No tackle battle
    RPO's
    Play calling
    Not:
    To many fumbles caused with LB X factors
    CPU Accuracy, way to accurate still (5 yrs running (ALL Madden)
    Only tested game play heavy.

    Great list and I would agree.
    OhMrHanky
    Madden is really interesting in this regard. Maybe, other sports games are, too, and/or all video games. Playing a game is always going to be better/different than watching a video for sure.
    Madden is so interesting to me, because I have to say, I still remember when M13 came out. They had something before ea access out back then, and I owned it. I remember booting the game up for the first time. Forget watching videos and being fooled, when I first lined up at the LOS, i was like, ‘omg, this is the same crappy game as 12. He players look exactly the same. Same old madden.’ Lol. And, then I hiked the ball. The game felt/animated completely differently from 12. It felt like fifa (a game I have almost always loved and preferred to madden, and of course, 13 was the year they ‘borrowed’ the infinity engine from fifa), and I was simply beside myself with joy. Lol.
    The game from a snapshot perspective, or probably also from a ‘video watching’ perspective probably looked like ‘same old madden’ to many. But, in no way, shape, or form did that game play anything like 12. It was a completely new/different build. It simply had roughly the same graphical qualities as 12.
    20 could be the same thing for any video watchers out there. Imo, 20 graphically does look different, though. It’s a little more ‘cartoonish’ to me than 19. This isn’t bad or good, just different, imo. But, that being said, I can imagine people who didn’t play the beta saying this type of thing. But, again, from my first snap, or kickoff, rather, I returned the ball about 20 yards, spun around 1 defender and insta-juked past another before being brought down by a 3rd tackler. I was like, ‘holy s—t!’ The animations, alone, just felt incredibly smooth. And, again, I’d argue that graphically, it’s slightly different than M16-19 (all of these games actually do look the same, although they all played differently in certain aspects). But, u don’t really ‘understand’ how different the game is unless you’re playing it. By far and away, this is the most responsive and smoothest madden of all time. And, legit, to me, it’s like they struck some great balance with the responsiveness of old school maddens like M06 or something with more ‘realistic’ player models of M16-19, and the updated player mechanics (precision juking and rac/aggressive catches, etc).
    There is simply no lag in M20. That’s the thing I can’t get over the most. I simply don’t even understand the lag that has existed in M16-19. They’re all the same in that regard. It’s like u have to juke an hour before u want to. And, even the menu buttons were laggy. This was crisp in M20 as well. I just started playing nhl20 because it’s free in the EA Vault, and they have the same laggy menus, actually. So, I’m pretty sure that’s some shared code. Lol.
    But, man, oh, man, I’m truly hyped for madden like I’ve never been before. The gameplay, alone, sold me. But, I was also pleasantly surprised with liking the x-factor stuff.
    Sent from my iPhone using Tapatalk

    I'd like to add that my "eye test" has me genuinely interested in picking up M20, a thought that never crossed my mind when 19 was released. The player animations look buttery-smooth and I really like pace of the game from what I can tell via an eye test. I think ditching the other speeds and polishing one was a huge plus. I actually noticed how quick running appeared to lack that "lag" you mentioned. My eye test results have me excited as M20 running reminds me of NCAA 14 with how smooth the running looks, so I can't wait to actually get my hands on it!
    Watching those videos, I don't hate the x-factor stuff, I think it's a genuinely decent attempt at making star players shine and the activation/deactivation seems very balanced, I just wish it was a little more organic but to each their own I guess.
    Presentation wise, I'm loving the lack of walking up the the line...a walk that looked like a confused herd of sheep aimlessly walking rather than an intelligent group of athletes moving with a purpose. The scorebug is great imo. A very clean, modern, unique look that is a breath of much-needed fresh air in that department.
    Hockey is my true love, but NHL 20 won't even be considered for purchase this year...I'm thinking M20 might just be the perfect place to put the $60 I'll be saving by not purchasing NHL. Definitely on my radar...especially with the PC modding scene doing amazing things from what I can tell.
    HipNotiiC_x
    I'd like to add that my "eye test" has me genuinely interested in picking up M20, a thought that never crossed my mind when 19 was released. The player animations look buttery-smooth and I really like pace of the game from what I can tell via an eye test. I think ditching the other speeds and polishing one was a huge plus. I actually noticed how quick running appeared to lack that "lag" you mentioned. My eye test results have me excited as M20 running reminds me of NCAA 14 with how smooth the running looks, so I can't wait to actually get my hands on it!
    Watching those videos, I don't hate the x-factor stuff, I think it's a genuinely decent attempt at making star players shine and the activation/deactivation seems very balanced, I just wish it was a little more organic but to each their own I guess.
    Presentation wise, I'm loving the lack of walking up the the line...a walk that looked like a confused herd of sheep aimlessly walking rather than an intelligent group of athletes moving with a purpose. The scorebug is great imo. A very clean, modern, unique look that is a breath of much-needed fresh air in that department.
    Hockey is my true love, but NHL 20 won't even be considered for purchase this year...I'm thinking M20 might just be the perfect place to put the $60 I'll be saving by not purchasing NHL. Definitely on my radar...especially with the PC modding scene doing amazing things from what I can tell.

    Join Origins Premier for $39 more and get both
    Sent from my iPhone using Operation Sports
    HypeRNT
    I have played the beta, regardless even if anyone hasnt, there is tons of footage of live games so the gameplay point is irrelevant.
    The point that was made even in this article, is that a player like Khalil Mack(im a bears fan) isnt simply not a good player because he does not have a glowing X next to his feet... Superstar players are in the zone all the time...So this whole concept makes no sense.... Does Khalil Mack need to get 2 sacks before he can become a great player? No... Does Rodgers need to throw down the field 3 times before he is considered good player? No.... This entire concept is a joke besides the fact that its pre-made for MUT which is their money maker and they are trying to weasel their way around that fact because the gambling loot topic is pretty hot right now.
    This game has pros and cons like always, but there are videos breaking down the Dline for example that is still just as confused as always, where a guy got thru the O line and then stops and waits for the RB to go block instead of just straight rushing the QB.
    Im hearing silly things like "game feels faster" and "you can make inbound catches better" like really? Thats the selling points here? That they made the game faster? Did we need a new game for that? This game looks like its a beta for either next year or the year after that and it feels like huge changes are coming and they are just trying to use this game as a small piggy bank before the real games start coming out on the new consoles.

    Bro just don’t buy or play it then.
    The continuous negative Nancy outrage is not convincing those who enjoyed what they experienced in the beta to hop onboard to your opinion wagon.
    I totally understand having gripes with the game and opinions are something we are all allowed to have , but crucifying the opinions of others with moot points like
    “Does ________ have to do ______ in real life to be great?”
    Is redundant .... it’s a video game , and Xfactors are just something to spice up gameplay.
    Does Jerry Rice need to be a certain tied legend to perform great in real life like he is in APF 2K8?
    Does Steph Curry need a Hall of Fame badge in real life to knock down contested 3s like in NBA 2k?
    Does and shooter in real life need to hit 3 3 pointers to “takeover” like in 2K19
    The answer is No... but they’re implemented into the Games very well to add a dynamic to gameplay.
    If you ain’t gonna buy it then just don’t and that’s ok trust
    Sent from my iPhone using Operation Sports
    DaReal Milticket
    Hot:
    Gameplay
    Player movement
    Game speed
    QB cadences/walk to the line
    Fumble recoveries
    Int transitions
    X factors
    Graphics/lighting
    Trajectories
    Ball physics
    New animations
    No tackle battle
    RPO's
    Play calling
    Not:
    To many fumbles caused with LB X factors
    CPU Accuracy, way to accurate still (5 yrs running (ALL Madden)
    Only tested game play heavy.

    I'd only add this to yours:
    Hot:
    Sideline catches and sideline awareness. Nice noticeable improvement
    Not:
    Penalties are still not working properly
    roadman
    I'd only add this to yours:
    Hot:
    Sideline catches and sideline awareness. Nice noticeable improvement
    Not:
    Penalties are still not working properly

    Thanks for adding to the list. The penalties can be fixed on PC along with injuries, so I guess I over looked those.
    HypeRNT
    I have played the beta, regardless even if anyone hasnt, there is tons of footage of live games so the gameplay point is irrelevant.
    The point that was made even in this article, is that a player like Khalil Mack(im a bears fan) isnt simply not a good player because he does not have a glowing X next to his feet... Superstar players are in the zone all the time...So this whole concept makes no sense.... Does Khalil Mack need to get 2 sacks before he can become a great player? No... Does Rodgers need to throw down the field 3 times before he is considered good player? No.... This entire concept is a joke besides the fact that its pre-made for MUT which is their money maker and they are trying to weasel their way around that fact because the gambling loot topic is pretty hot right now.
    This game has pros and cons like always, but there are videos breaking down the Dline for example that is still just as confused as always, where a guy got thru the O line and then stops and waits for the RB to go block instead of just straight rushing the QB.
    Im hearing silly things like "game feels faster" and "you can make inbound catches better" like really? Thats the selling points here? That they made the game faster? Did we need a new game for that? This game looks like its a beta for either next year or the year after that and it feels like huge changes are coming and they are just trying to use this game as a small piggy bank before the real games start coming out on the new consoles.

    I really don't know what beta you played but the experiences that I had and many other people had just don't add up to what you're complaining about. To use your example, Khalil Mack isn't just a good player when his x-factor is on, he's a superstar player with superstar abilities that are always on. It's these abilities that really separate the okay/average player from the true stars of the game. The x-factor stuff is cool but it is hardly defining the players the way the other additions are. The x-factor players should be the best of the best and they should get their zone ability after having a good series or half or however long it takes some to get in the zone.
    I would say based on some of your other posts, you have no desire to play madden 20 and that is totally up to you. But for the rest of us, we are looking forward to the game and optimistic of what the final release will look like. It won't be perfect, no game ever is. But, the true test of any game is do you have fun while playing it. Madden 20 isn't out yet so I can't answer that, however I for one did enjoy the beta quite a bit.
    PhillyPhanatic14
    ^^^Too much to quote but that's 100% on the money. The X Factor/Superstar system is great and anyone that i've seen that's spent time in the game testing it loves it. They really nailed the execution.

    To anyone who plays MUT: Am I the only one who finds it ironic that the sim guys are loving the introduction of red chems to their game?
    ODogg
    I am a MUT player but I don't know what red Chem means
    Sent from my iPad using Operation Sports

    X-Factors and Superstar abilities are an expansion of MUT's chemistry system. I know I've seen at least one or two abilities that were copy and pasted. Secure Protector I remember for sure, and that one will be incredibly valuable in-game, I have no doubt.
    The abilities which are designated on the player card by red capital letters: Secure Protector (SP), Never Stumble (NS), Gunslinger (G), Conductor (C), all the route specialists and ball carrier move specialists, etc.
    Sphinx
    I really don't know what beta you played but the experiences that I had and many other people had just don't add up to what you're complaining about. To use your example, Khalil Mack isn't just a good player when his x-factor is on, he's a superstar player with superstar abilities that are always on. It's these abilities that really separate the okay/average player from the true stars of the game. The x-factor stuff is cool but it is hardly defining the players the way the other additions are. The x-factor players should be the best of the best and they should get their zone ability after having a good series or half or however long it takes some to get in the zone.
    I would say based on some of your other posts, you have no desire to play madden 20 and that is totally up to you. But for the rest of us, we are looking forward to the game and optimistic of what the final release will look like. It won't be perfect, no game ever is. But, the true test of any game is do you have fun while playing it. Madden 20 isn't out yet so I can't answer that, however I for one did enjoy the beta quite a bit.

    I must of missed the poll that let you speak for "rest of us", and you are solely focused on 1 aspect of this game and that is your opinion, there are plenty more people who dont like the xfactor feature.
    Besides xfactor, the o-line/D-line have not been worked on at all, they are constantly confused on rushes, the defensive playbooks seem to be untouched and the same defensive plays that we have been using for the last 2-3 years will still be viable and boring as usual.
    All they did was increase the speed of all the players to make it seem faster, if this game was released as an update for a madden game from 2 years ago no one would even question it because its subpar at best.
    HypeRNT
    I must of missed the poll that let you speak for "rest of us", and you are solely focused on 1 aspect of this game and that is your opinion, there are plenty more people who dont like the xfactor feature.
    Besides xfactor, the o-line/D-line have not been worked on at all, they are constantly confused on rushes, the defensive playbooks seem to be untouched and the same defensive plays that we have been using for the last 2-3 years will still be viable and boring as usual.
    All they did was increase the speed of all the players to make it seem faster, if this game was released as an update for a madden game from 2 years ago no one would even question it because its subpar at best.

    So, we must have missed a different part where there are plenty of people that don't like xfactor features? Pffttt, it's the talk of the town on Twitter and FB.
    About the only thing I agree with is that the defensive playbooks remain untouched, but I'm not sure if there are any Cover 4 Pines defenses these days to add or whatever flavor of the month/tree is.
    I get what he is saying about the game being sped up and whatnot and the linemen not upto par after all these years and maybe he is correct!
    After reading thru his posts he makes a lot of sense about the xfactor abilities. It’s almost like NBA JAM “he’s on fire!!!”
    What I would like to see is cornerbacks playing independently of where the ball is or going from the moment the ball is released as only the safety and linebacker should be aware of that as their eyes most of the time are in the backfield! I see corners and **** from the opposite side of the field of play trying to make a play on the ball/receiver!
    Smoke6
    I get what he is saying about the game being sped up and whatnot and the linemen not upto par after all these years and maybe he is correct!
    After reading thru his posts he makes a lot of sense about the xfactor abilities. It’s almost like NBA JAM “he’s on fire!!!”
    What I would like to see is cornerbacks playing independently of where the ball is or going from the moment the ball is released as only the safety and linebacker should be aware of that as their eyes most of the time are in the backfield! I see corners and **** from the opposite side of the field of play trying to make a play on the ball/receiver!

    Hey Smoke, how is it going?
    Did you play the beta?
    In several games user vs cpu with the beta, all pro default the xfactors appeared once in a franchise mode game. It's not like NBA Jam where Bill Laimbeer lights up 3 in a row and the announcer yells out, he's on fire, or is it the shoes? Wow, now you need to game plan away vs your opponent vs just lining it up and letting it rip from week to week. Please tell me you are not one of these that desire to go back to the old way with Madden 19 and beyond.
    I recall you like to play online more, maybe your experience was different online.
    Not even close to that.
    DaReal Milticket
    I played the beta & I didn't notice anything being sped up and I used to play on very slow. If anything the player movement felt a tick slower. What am I missing here?

    Agreed. It felt slower than M19 normal did to me. Maybe the smoothness makes it feel slower/better when it really is the same speed? I did notice a few animations on deep balls where the WR and DB would run a lot faster than normal, but that not too common.
    roadman
    Hey Smoke, how is it going?
    Did you play the beta?
    In several games user vs cpu with the beta, all pro default the xfactors appeared once in a franchise mode game. It's not like NBA Jam where Bill Laimbeer lights up 3 in a row and the announcer yells out, he's on fire, or is it the shoes? Wow, now you need to game plan away vs your opponent vs just lining it up and letting it rip from week to week. Please tell me you are not one of these that desire to go back to the old way with Madden 19 and beyond.
    I recall you like to play online more, maybe your experience was different online.
    Not even close to that.

    Damn roadman you remember me? LoL what’s good?
    All I’m saying is that he has valid points and I compared to NBA JAM due to the art of the Xfactor abilities being lit up on fire like said game and doing incredible feats until we put out that fire. Why would we need this mechanic when the point of the game is to “gameplay” around your strengths and weaknesses anyway?
    If you didn’t know who Khalil Mack is then you’ll find out one way or another but adjusting your offensive line and blocking should be all that matters as people have up and down games and seasons and that’s very unpredictable!
    Let me make the proper adjustments and let my players play out how they should without any of this is basically what he is saying like it’s been before without the icons and abilities added to those /enhanced.
    Yes I did play the beta and due to college football being no longer made I do not play offline anymore. I played online only and enjoyed what I played and the only gripes I have about that world is that I wish for them to bring a true fatigue system and injuries back to online play as that would humble a lot of the competitive crowd who likes to abide and ruin the game for everyone else due to their nature of winning at all costs!
    Other than that I do like where the gameplay and things are at but I also see both sides as well!
    Smoke6
    Damn roadman you remember me? LoL what’s good?
    All I’m saying is that he has valid points and I compared to NBA JAM due to the art of the Xfactor abilities being lit up on fire like said game and doing incredible feats until we put out that fire. Why would we need this mechanic when the point of the game is to “gameplay” around your strengths and weaknesses anyway?
    If you didn’t know who Khalil Mack is then you’ll find out one way or another but adjusting your offensive line and blocking should be all that matters as people have up and down games and seasons and that’s very unpredictable!
    Let me make the proper adjustments and let my players play out how they should without any of this is basically what he is saying like it’s been before without the icons and abilities added to those /enhanced.
    Yes I did play the beta and due to college football being no longer made I do not play offline anymore. I played online only and enjoyed what I played and the only gripes I have about that world is that I wish for them to bring a true fatigue system and injuries back to online play as that would humble a lot of the competitive crowd who likes to abide and ruin the game for everyone else due to their nature of winning at all costs!
    Other than that I do like where the gameplay and things are at but I also see both sides as well!

    I get it, but just don't understand it when others are reporting like I am that it doesn't happen that much over the course of the season.
    Happened once in 8 games for me, so, twice a year shouldn't be so bad, should it? I would have thought you would like where the gameplay is going.
    HypeRNT
    I must of missed the poll that let you speak for "rest of us", and you are solely focused on 1 aspect of this game and that is your opinion, there are plenty more people who dont like the xfactor feature.
    Besides xfactor, the o-line/D-line have not been worked on at all, they are constantly confused on rushes, the defensive playbooks seem to be untouched and the same defensive plays that we have been using for the last 2-3 years will still be viable and boring as usual.
    All they did was increase the speed of all the players to make it seem faster, if this game was released as an update for a madden game from 2 years ago no one would even question it because its subpar at best.

    Yeah man, sorry, I am not speaking for you. I am speaking for the people who enjoyed the beta and are looking forward to the final release. But I stand by what I said, I don't know what beta you played. The X-factors have been getting rave reviews from twitter and youtube and the oline - dline interactions, I honestly didn't pay much attention to. The main thing I noticed was downfield blocking was far beyond what I was expecting. But I am not willing to judge the gameplay on the beta. You seem to have determined everything the devs have done or haven't done based on a 3 day beta of the game. But a lot of the things you have said make me think you didn't play the beta at all. I don't know and I really don't care. You have your opinion of a game that's not out and I am waiting to play the final product.
    Sphinx
    Yeah man, sorry, I am not speaking for you. I am speaking for the people who enjoyed the beta and are looking forward to the final release. But I stand by what I said, I don't know what beta you played. The X-factors have been getting rave reviews from twitter and youtube and the oline - dline interactions, I honestly didn't pay much attention to. The main thing I noticed was downfield blocking was far beyond what I was expecting. But I am not willing to judge the gameplay on the beta. You seem to have determined everything the devs have done or haven't done based on a 3 day beta of the game. But a lot of the things you have said make me think you didn't play the beta at all. I don't know and I really don't care. You have your opinion of a game that's not out and I am waiting to play the final product.

    He probably didn't even play it is my guess
    Sent from my iPad using Operation Sports
    ODogg
    He probably didn't even play it is my guess
    Sent from my iPad using Operation Sports

    Yeah I am thinking maybe he's basing his opinions on what some others have said. It's unfortunate because some of the people who did play the beta are picking out things that were done really well and balanced like x-factors and deciding that they're overpowered based on such a limited play time. The beta of course wasn't perfect, there were issues with simmed stats for rushing qb's and I think all of us experienced the out of date software error when trying to go back into cfm. Those types of errors are what I think the beta was there to find. Things that were missed during Alpha testing that meticulous cfm gamers would catch, specifically sim stats for rushing qbs. The beta to me at least, was never there to judge the gameplay as a whole. This is also why I think EA should handle their beta code delivery different and get a subset of various cfm users, mut users and h2h users and not do their glorified open beta non-sense.
    roadman
    It doesn't sound like you played the beta, then.
    Night and day difference even between 19 and 20, and it's not even close.

    Yeah I love the qualifiers how long one player as if that makes human authority on gameplay. Lol.
    Sent from my iPhone using Tapatalk
    AndreSwagassi86
    Bro just don’t buy or play it then.
    The continuous negative Nancy outrage is not convincing those who enjoyed what they experienced in the beta to hop onboard to your opinion wagon.
    I totally understand having gripes with the game and opinions are something we are all allowed to have , but crucifying the opinions of others with moot points like
    “Does ________ have to do ______ in real life to be great?”
    Is redundant .... it’s a video game , and Xfactors are just something to spice up gameplay.
    Does Jerry Rice need to be a certain tied legend to perform great in real life like he is in APF 2K8?
    Does Steph Curry need a Hall of Fame badge in real life to knock down contested 3s like in NBA 2k?
    Does and shooter in real life need to hit 3 3 pointers to “takeover” like in 2K19
    The answer is No... but they’re implemented into the Games very well to add a dynamic to gameplay.
    If you ain’t gonna buy it then just don’t and that’s ok trust
    Sent from my iPhone using Operation Sports

    Excellent points. It is still a video game. It is trying to replicate real life!
    Sent from my iPhone using Tapatalk

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