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What's Improved and What Still Needs Improvement in Madden 20

Madden NFL 20

What's Improved and What Still Needs Improvement in Madden 20

For those of us who play Madden year after year, it’s always a lot easier to see the similarities when comparing the current game to last year’s entry rather than the differences. From familiar game mechanics to legacy animations, there’s a reason why some people choose to buy the game every other year rather than making it an annual purchase. But as usual, Madden 20 is a game where incremental strides have been made in certain areas, some that are immediately more noticeable than others, while other aspects of the game remain in a holding pattern. With that in mind, let’s take a closer look at where things have been improved the most in Madden 20 and where things could still use some more improvement.

What’s Improved

Running

It may sound silly to say, but it’s easy to forget how integral something simple like running is to the game of football. While the Real Player Motion that was instituted last year did an adequate enough job of differentiating the speed of players at various positions, it was also hampered by some unnatural movements and general stiffness that could kill immersion and realism at times. Thankfully, running is much smoother in Madden 20, making it more fun and intuitive to hit those holes with your running back and string together skill moves like jukes, spins and stiff arms to make defenders miss in one-on-one encounters in the open field.

Pass Trajectories & Variety

Just as altering a fundamental component of the game like running can make a world of difference on the field, the same goes for something as critical to football as how the ball travels through the air. There was always something a little flat and unrealistic about how passes reached their targets, and it only takes seeing the more dynamic approach in Madden 20 to magnify how lacking the air game had been in the past. It actually feels like it matters more now when deciding if you want to throw a lob, touch or bullet pass — with all of them having certain circumstances where they’ll be the ideal choice to best get the ball to your desired receiver. When you also consider that you can alter these throws by placing them high or low for a receiver, you start to see how your choices can influence the result of the play in a number of ways. On the other hand, elite quarterbacks also display more accuracy this year, so you’ll see a lot more errant throws come out of the hands of lesser quarterbacks.

Man Coverage

It seems as if every year Madden continues to make strides in having man coverage become a more viable option to use on defense in the game, but this might be the first-ever Madden where man coverage seems to almost be even be more effective than zone coverage at the moment (more on that later). That doesn’t mean you can bring blitzes on every down and expect that no one in your secondary is going to blow their assignment and leave a man open, but you can at least depend on elite defenders holding their own regularly and locking down their mark. We’ve come a long way from the days not so long ago when you could just a run a corner route against man coverage and get an easy completion pretty much every time because of the defense’s obvious deficiencies.

Pass Rush

Working in tandem with the improved man coverage is a noticeably more relentless pass rush that will force you get the ball out of the hands of your QB quicker or risk taking a sack. This is certainly in keeping with the direction of the real NFL, with many teams emphasizing quick throws to help combat pressure. It was easier in Madden 19 to sit comfortably in the pocket while your line gave you plenty of time to throw, even if the defense decided to send extra men after the QB. But blitzes will get home much quicker now, and considering how much pressure can now influence the accuracy of throws in Madden 20, they can play a crucial role in neutralizing offenses when called at the right time. Conversely, however, offensive lines are better now at handling simple four-man rushes, particularly if you leave extra guys in to block, so you’ll need to be able to recognize when defenses opt to drop more guys back in coverage and know when you can afford to be patient in waiting for routes to develop.

Playbooks

It’s been far too long that Madden has offered rather vanilla playbooks for every team, without providing enough of the team-specific formations and wrinkles that would allow you to better take advantage of the strengths (and weaknesses) of a team’s particular personnel. But Madden 20 really allows you to dig deep into playbooks and get more creative with how you attack defenses. That starts with the introduction of RPOs (run-pass option plays) to Madden, which may take some time to master but can be deadly once you learn to make the right reads. But that’s just the tip of the iceberg really; in particular, I’ve spent a lot of time using the Cardinals’ exciting new Air Raid offense and there’s seemingly no end to the ways you can keep defenses off balance, from jet sweeps with wide receivers (or fake jet sweeps where you give it to a running back instead), keeper options for rookie QB Kyler Murray and elaborate misdirection plays to better isolate running back David Johnson in space.

X-Factors & Superstar Abilities

While I can’t entirely commit to exactly how the new X-Factors and Superstar abilities are being employed in Madden 20, the one worthwhile thing that they have certainly achieved at least is finally separating the great players from the rest of the pack. When players with X-Factors and Superstar abilities are on the field, you need to always be aware and account for their presence as they can take over a game if you’re not careful, whether on offense or defense. Unfortunately, the component of this addition where these elite players are able to get “in the zone” through certain achievements is still a little too gimmicky and “arcade-like” for my tastes, as I don’t think this concept is all that representative of how things work on the field in real life, but it’s usually not too difficult to get someone “out of the zone” either.

What Needs Improvement

Zone Coverage & Defender Awareness

It’s hard to say what’s more frustrating: when your players aren’t in the right place to defend against a pass, or when they are in the right place but then fail to make a play on a ball that practically whizzes right past their face. In the past, how well defenders played their assigned zones in coverage had been something that was typically tuned in patches throughout the game’s life cycle so it’s likely that it will be improved sometime in the near future, but as of right now, guys have some serious lapses in judgment at times in sticking to their receivers in various zone schemes. This is only exacerbated by that aforementioned lack of ball awareness, which sees passes that could be knocked down or even intercepted routinely sail uncontested into the arms of their intended receivers while you scream in frustration at how your defender just stood there and watched it happen without the slightest bit of concern.

Blocking Logic & Line Play

Even though the running game has been improved and feels a lot more fun now largely because of how your blockers are able to open up holes for your back, there are still instances where those linemen make questionable choices about who to block; it’s even more distressing when they choose to block no one at all. This becomes especially apparent on downfield blocks, often occurring when that one key block on a corner or safety could be all you need to spring you for a TD, but instead your lineman decides to pull up short or wheels back to block someone you’ve already passed who is no longer even remotely a danger to you. Meanwhile, little has been done to address the stagnant state of line play to make it more dynamic and rewarding as a defender, as it continues to be the same button-mashing proposition void of any discernible skill or anything resembling the complex nuances that go into blocking and trying to shed those blocks.

Franchise Mode

It would be impossible to discuss the shortcomings of Madden 20 without touching on the glacial pace at which franchise continues to see improvements. Yes, they still offer the chance to play online franchises at a time when such things are becoming an endangered species, but the mode gets such little attention every year that it’s hard for it to feel like anything other than an afterthought. Remember that this is the same game that thought showing your coach in his office should constitute a large part of its upgrades to franchise mode last year. Now we get scenarios within your franchise as a new addition, but these lose their luster and start repeating too quickly to be anything all that substantial. The mode’s in need of more than just a new coat of paint or small tweaks to its existing framework at this point; it needs an overhaul.

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  1. Most ive enjoyed Madden in years-
    For me they just need tighten a few things up on D and OLine play
    Fix the FG meter from disappearing and turn off the dumb types of passes on screen and probably the most I will have enjoyed Madden since 17
    Lisac
    Most ive enjoyed Madden in years-
    For me they just need tighten a few things up on D and OLine play
    Fix the FG meter from disappearing and turn off the dumb types of passes on screen and probably the most I will have enjoyed Madden since 17

    What he said and also better CPU logic before the half they refuse to kick a fg in my territory with 3 timeouts...
    Tightened up on that and for me I'm good...This is the most fun I've had with Madden period.
    2k convert.. first Madden purchase in years, What sold me was the X factors and rating range increase. Really big on players playing close to their real life counterparts and being to notice when playing against elite vs. the avg starters. really been enjoying the game, I'm an offline gamer. But the one issue that's killing me is, WR control on deep passes. I've literally thrown 70% of my ints because of this. I've always user catch, I think ratings should play a factor in actually completing the catch.. ie..vs coverage.. ratings of db..etc...but my problem is on deep passes, when I switched to wr, it's like he's stuck on a predetermined route and I have zero input on playing the ball. Any attempt to go left or right doesn't compute. While I sit and the DB track the ball and pick it off most of the time, some drop ints there. the lack control is ridiculous to me.
    I'm really enjoying the game but the scenario engine has been a pretty big disappointment for me at this point. I'm still expecting them to have some major things added but so far that has been just lip service when it comes to franchise receiving live updates. But still, I am having  a lot of fun with the game and plan on playing it for a long time. Which is something I can't say about Madden 19.

    • CPU still refuses to call timeouts late in games to set up winning scores.

    • Hook zone defenders are slow to attack and stay with responsibilities.

    • Zone defenders playing underneath often refuse to defend bullet passes and at times actually crouch down to get out of the way.

    • Hurry up offense is ....well too hurried up.

    • After the last update, the camera is staying pulled back for about 3 seconds after making a pre-snap adjustment.

    Clean this up and M20 will be hands down the best edition I've ever played and it's not even close.
    I feel like the running game in 19 was better. The was a better feel of weight to the players that doesn't exist in 20. The game speed in 20 seems too fast and without the ability to alter game speed only makes it feel that much outdated. I'm zayn b
    p
    Enjoying the game for the most part, this time last year I was already done playing it felt like. Two things that have me raging during gameplay involves turnovers.
  2. I wish something could be done about the volleyball ricochets on deeper passes. I feel like there is no way the ball bounces 20 yards in the air off a pass deflection downfield. This usually results in an easy interception for the defense.
  3. It seems like all defenders are Deion Sanders with the ball. I have had defenders break many conservative tackles on a return. I think there is greater than a 50% chance of a fumble, blocked kick, interception being returned for a TD in Madden. 2018 saw the Bears score 6 defensive touchdowns on 36 turnovers, Bengals seemed to lead the NFL with 5 scores on 18 TO.
  4. Definitely a fun game, but they need to clean some things up for sure.
  5. Less hitsticks & more penalty for mistiming a hitstick. There is currently a greater chance of getting a hitstick to land than getting a conservative tackle to land because of the suction that happens with hitsticks.
  6. Player contract demands in CFM re-signing isn't consistent with the suggested offers. Players always want more salary than what is offered. Doesn't seem to be any wiggle room any more. If you don't hit the thresholds for salary or bonus they refuse. You can't give them extra bonus/extra years in exchange for less salary. If you don't meet their threshold there's no true negotiation.
  7. As has been mentioned, CPU playcalling and time management towards the end of 2nd & 4th quarters is awful.
  8. Scenario engine doesn't seem to make much difference. Who cares if my player loses 5 morale or gains +100 xp? Those are such small things that it has no effect on my franchise.
  9. Playcalling bug that was introduced in the last patch where we have to select the play twice is really getting old.

    Fun game for sure, but needs to be cleaned up some more.
  10. Clean up the collision detection post play.* Too many times players will step through bodies of players , roll right through lineman's legs, etc.* This kills immersion.
    Add referees back (at least during field goal attempts & extra points)* Another immersion killer.
    Fix CPU play calling logic especially during the last 2 minutes of games...
    Fix the double team pass blocking logic.* It's a mess at times.
    Fix the wonky CPU running in the open field.* Ball carriers will unnecessarily keep switching their ball carrying hand back n forth & run twitchy at times...
    Make elite CPU RB's more effective.* I should have to fear going against Saquon Barkley.* Make CPU runners use all the moves available to them but make it make sense so they're not over juking for no reason...
    Tone down the over the top arcadish hit stick hits by enforcers.* *Players would be getting suspended irl for some of these hits...
    Fix the bugs remaining in the game.* My user game options & visual settings are not saving in Play Now.* It keeps reverting back to default...
    If EA can address these issues in a title update, we will have a good game on our hands.
    drugsbunny
    I feel like the running game in 19 was better. The was a better feel of weight to the players that doesn't exist in 20. The game speed in 20 seems too fast and without the ability to alter game speed only makes it feel that much outdated. I'm zayn b
    p

    I really liked one cut, too. The game still penalizes you if you try to cut sharply with the left stick, but if you go easy on it you can swerve your way down the field just like games of old.
    On the other hand the run game is so much more wide open this year due to improved blocking and targeting at the point of attack. I'm successfully using power/counter/trap schemes and was able to incorporate them with minimal practice.
    Playbooks have also improved in terms of the number of decent run concepts per formation. Not all that long ago you'd be lucky to get two decent runs out of a single formation in a team book. Now you get multiple formations with complete schemes.
    In NYJ Singleback Y Trips ( https://www.playbook.gg/20/playbooks/1218-new-york-jets-offense/10291-singleback-y-trips ) you get:
    Power Alert X Lookie
    Stretch Alert X Lookie
    Zone Wk Alert Bubble
    01 Trap
    Is your defense ready for all that on any given snap? I don't even know if it's really possible without a huge advantage on the interior DL. What front can you play on defense for which the offense won't have a potential counter otherwise?
    stinkubus
    I really liked one cut, too. The game still penalizes you if you try to cut sharply with the left stick, but if you go easy on it you can swerve your way down the field just like games of old.
    On the other hand the run game is so much more wide open this year due to improved blocking and targeting at the point of attack. I'm successfully using power/counter/trap schemes and was able to incorporate them with minimal practice.
    Playbooks have also improved in terms of the number of decent run concepts per formation. Not all that long ago you'd be lucky to get two decent runs out of a single formation in a team book. Now you get multiple formations with complete schemes.
    In NYJ Singleback Y Trips ( https://www.playbook.gg/20/playbooks/1218-new-york-jets-offense/10291-singleback-y-trips ) you get:
    Power Alert X Lookie
    Stretch Alert X Lookie
    Zone Wk Alert Bubble
    01 Trap
    Is your defense ready for all that on any given snap? I don't even know if it's really possible without a huge advantage on the interior DL. What front can you play on defense for which the offense won't have a potential counter otherwise?

    I understand I'm in the minority but I too really loved the feel of the "one cut" mechanic. It felt great to drift behind the line of scrimmage on a stretch, feathering the speed trigger and then backing off the trigger before cutting and exploding thru a hole. I do appreciate the improved blocking and the elimination of the ghost tackles in M20. I also like that counters actually work fairly well. I really like Bunch Y Counter. While I've been blown up in the backfield at times, when it all clicks, it's poetry in motion.
    It was great for 01 Traps, too. You could pause for just a split second and then take off at full speed in exactly the direction you wanted to go. Giving your OL that extra beat to get set in their blocks could make all the difference in terms of triggering disengages since Traps require you to both sprint and abruptly change direction.
    Kid OS
    Pass interference. Where the heckies is it?

    Seeing as how they added animations where DBs will now bump receivers the entire length of the field I'm guessing it went bye-bye.
    stinkubus
    Seeing as how they added animations where DBs will now bump receivers the entire length of the field I'm guessing it went bye-bye.

    I've had 1 PI called in 3+ seasons. It was against me and the AI literally grabbed the WR's arm. It was kind of cool to see.
    That being said, the CPU constantly impedes my WR and never gets called.
    DatsunDimer
    Enjoying the game for the most part, this time last year I was already done playing it felt like. Two things that have me raging during gameplay involves turnovers.
  11. I wish something could be done about the volleyball ricochets on deeper passes. I feel like there is no way the ball bounces 20 yards in the air off a pass deflection downfield. This usually results in an easy interception for the defense.
  12. It seems like all defenders are Deion Sanders with the ball. I have had defenders break many conservative tackles on a return. I think there is greater than a 50% chance of a fumble, blocked kick, interception being returned for a TD in Madden. 2018 saw the Bears score 6 defensive touchdowns on 36 turnovers, Bengals seemed to lead the NFL with 5 scores on 18 TO.

  13. If the CPU recovers a fumble, they will score a TD 90% of the time.
    Mozatta
    I've had 1 PI called in 3+ seasons. It was against me and the AI literally grabbed the WR's arm. It was kind of cool to see.
    That being said, the CPU constantly impedes my WR and never gets called.

    Put pass interference slider at 60. That animation where the DB holds up the WR gets called 90% of the time. I also like that the ref misses the call the other 10%.
    I get at least 1 but usually 2-3 calls a game with it at 60.
    Some encouraging signs from reading the posts. I haven't played this game yet. I had been playing 19 and then went to all pro football from 2k and never went back to Madden. It amazes me how 2k was so far ahead of them gameplay wise years ago but if I keep reading good reviews about this, I might pick it up.
    stinkubus
    It was great for 01 Traps, too. You could pause for just a split second and then take off at full speed in exactly the direction you wanted to go. Giving your OL that extra beat to get set in their blocks could make all the difference in terms of triggering disengages since Traps require you to both sprint and abruptly change direction.

    Yup, I agree. Single Big (Ace) 01 Trap was my favorite running play. It worked fairly well out of Single Trips, but I'm liking the weak zone bubble alert more out of that formation.
    Draft classes need to be tuned. There's no players coming out with even decent juke/spin ratings. Highest rookie in 3 years is an 84 in juke and there's about 30-40 real life dudes ahead of that.
    Lol.. What a Joke... Madden 20 is an Arcade game just like every other Ea games.. What have improve in madden 20? . The Running game even thought its still looks Arcadish. Come on guys stop this B.S.. Madden 20 doesnt worth $60.. People if you havent buy the game yet dont waste ur money Im telling you guys ya'll gonna be dissappinted point blank. This is just another selling point for ppl that havent buy the game.????????
    For the most part this is the Madden that I've enjoyed the most in the past 3-4 years. I usually play controlling all 32 teams and play all games at the same pace as the NFL season.
    Last year I dropped around Week 4, this year I can see making it all the way into the SB or at least deep into the season before I move on to something else.
    The one thing that continues to be on a holding pattern and which I rarely see discussed, whether on CFM or other mode is the lack of stat tracking and stat presentation during the game. The world is crazy about tracking everything, data scientist is one of the trendiest roles today, yet Madden seems not to get that memo yet.
    Everything from showing a decent player card with their yearly stats (including the team they played for). Showing some related situational stat before a play (e.g. 3rd down conversion % (short, medium, etc.) while lining up for a 3rd down.
    Team stats is another good example. Year over year they show the same stats and oh they can't show the average per game (e.g. total yards allowed) not it's just the total, which makes difficult to identify who is the top or worse defense in the league once the bye weeks start or in between a week where you've already played some games. Is it too difficult to program a stat where yards allowed / games played = avg. yds.?
    I really don't understand why nothing is done to improve overall stats. It's a big thing and little has been done over the years to improve that and could be such an "easy" win for them to taunt even as a CFM improvement.
    Anyways, just my thoughts on something I would really like to see taken care of but hardly discussed on these forums except for a comment here and there and I'm sure there's a lot of players in this community that probably long for better stat tracking.
    ICE_790120q
    For the most part this is the Madden that I've enjoyed the most in the past 3-4 years. I usually play controlling all 32 teams and play all games at the same pace as the NFL season.
    Last year I dropped around Week 4, this year I can see making it all the way into the SB or at least deep into the season before I move on to something else.
    The one thing that continues to be on a holding pattern and which I rarely see discussed, whether on CFM or other mode is the lack of stat tracking and stat presentation during the game. The world is crazy about tracking everything, data scientist is one of the trendiest roles today, yet Madden seems not to get that memo yet.
    Everything from showing a decent player card with their yearly stats (including the team they played for). Showing some related situational stat before a play (e.g. 3rd down conversion % (short, medium, etc.) while lining up for a 3rd down.
    Team stats is another good example. Year over year they show the same stats and oh they can't show the average per game (e.g. total yards allow) not it's just the total which makes you difficult to identify who is the top or worse defense in the league once the bye weeks start or in between a weeks. Is it too difficult to program a stat where yards allowed / games played = avg. yds.
    I really don't understand why nothing is done to improve overall stats. It's a big thing and little has been done over the years to improve that and could be such an "easy" win for them to taunt even as a CFM improvement.
    Anyways, just my thoughts on something I would really like to see taken care of but hardly discussed on these forums except for a comment here and there and I'm sure there's a lot of players in this community that probably long for better stat tracking.

    Presentation in general (and showing stat banners is a huge part of that) is so lacking on this game. It would go such a long way to making franchise mode feel alive.
    Yet it remains stagnant (presentation). It really is a huge weakness of this game and series. So much opportunity to make it great.
    Bring back walk-ups to line (toggle if necessary) and Refs. Neither were broken IMO.
    Blocking logic, please clean it up, especially on screens, outside runs, open field block logic. Following blockers is hit or miss.
    There's a lot of talk on nerfing hit sticking. I get it, but don't nerf it to the point where we are back to pansy Madden. Big hits are part of the game! I actually look to see who's lurking out there in the middle of the field pre-play now.
    LOVE receiver aggressiveness and sideline/end zone awareness this year. It was wrecked in 19 and it's back. Love QB throwing movement and pass placement. I feel so much more in control.
    PLEASE PLEASE PLEASE add the ability to import rosters from previous versions of Madden. We don't want to keep repeating our hard work every year, we want to play!
    l8knight1
    PLEASE PLEASE PLEASE add the ability to import rosters from previous versions of Madden. We don't want to keep repeating our hard work every year, we want to play!

    There should also be custom roster sharing across platforms. No more Xbox, PS4, PC specific rosters. There's no reason they can't all be shared.
    PhillyPhanatic14
    Draft classes need to be tuned. There's no players coming out with even decent juke/spin ratings. Highest rookie in 3 years is an 84 in juke and there's about 30-40 real life dudes ahead of that.

    Low-mid 80s has typically always been the ceiling for rookies (and freshmen in NCAA); they can hypothetically develop into the 90s by the end of the season and into the mid & high-90s by the end of year two. Granted certain skills really shouldn’t be like that (you’ve either got sick moves or you don’t - Barry Sanders, Christian McCaffrey, etc.) but I don’t have much problem with it.
    l8knight1
    Bring back walk-ups to line (toggle if necessary) and Refs. Neither were broken IMO.
    Blocking logic, please clean it up, especially on screens, outside runs, open field block logic. Following blockers is hit or miss.
    There's a lot of talk on nerfing hit sticking. I get it, but don't nerf it to the point where we are back to pansy Madden. Big hits are part of the game! I actually look to see who's lurking out there in the middle of the field pre-play now.
    LOVE receiver aggressiveness and sideline/end zone awareness this year. It was wrecked in 19 and it's back. Love QB throwing movement and pass placement. I feel so much more in control.
    PLEASE PLEASE PLEASE add the ability to import rosters from previous versions of Madden. We don't want to keep repeating our hard work every year, we want to play!

    I haven’t seen the sideline/end zone awareness talked about much but it really is outstanding and adds so much authenticity. Last night I had Funchess catch a poorly thrown pass that was high and he back pedaled at the end zone cone draggging his feet for the TD. It was very cool. I do wish the COU controlled players tried a little harder to stay in bounds though.
    PhillyPhanatic14
    Definitely a fun game, but they need to clean some things up for sure.
  14. Less hitsticks & more penalty for mistiming a hitstick. There is currently a greater chance of getting a hitstick to land than getting a conservative tackle to land because of the suction that happens with hitsticks.
  15. Player contract demands in CFM re-signing isn't consistent with the suggested offers. Players always want more salary than what is offered. Doesn't seem to be any wiggle room any more. If you don't hit the thresholds for salary or bonus they refuse. You can't give them extra bonus/extra years in exchange for less salary. If you don't meet their threshold there's no true negotiation.
  16. As has been mentioned, CPU playcalling and time management towards the end of 2nd & 4th quarters is awful.
  17. Scenario engine doesn't seem to make much difference. Who cares if my player loses 5 morale or gains +100 xp? Those are such small things that it has no effect on my franchise.
  18. Playcalling bug that was introduced in the last patch where we have to select the play twice is really getting old.

    Fun game for sure, but needs to be cleaned up some more.

  19. I'm feeling that "hit stick" point, I agree instead of that stupid, "Bro-hug freeze" pose, they make your player do when the hit stick is ineffective against the ball carrier. I think implementing a risk/reward system makes sense. And it should toggle with difficulty, with All Madden being somewhere like 20 reward(great hit, possible fumble and/or offensive injury) 80 percent risk(unsportsmanlike penalty with a small chance of defensive injury).
    As far the contracts they should literally just copy the concept that 2k football had. The screen would be presented what the player "wanted" when you negotiate, there were options to front load, back load, even it out, increase signing bonus...etc...all while having a player "interest" level being there and actively going up or down based the changes you making. So you knew if you were close or we're about be told to "kick rocks" before you submitted the "counter offer".
    rfas, 5th year, contract versatility, play creator (mix 2k5 play choice ie front with stunt or not, lb, dbs and hc09), weekly training like 2k5, assistant/position coaches/coordinators (like hco6/09), formation subs in all formations, custom playbooks not being gliched like they are on special teams, dressing 43 or is it 46 now plus 3rd qb?, challenging any play. i had a 3rd and 10 their receiver dropped it and it was announced as a drop, next thing they are 1st and 10!!, full coach mode i dont want to kick or hold rb down on every play etc etc
    Yep agree, that lack of a choice to perform, stunt, twist is definitely something I miss. Also, maybe I'm missing something or doing it wrong,.. sometimes I just want to shift my line left or right not the whole front seven. I literally just did a d-line spread (was playing Lamar and try to keep him contain in the pocket and/or up the middle to my lbs) and somehow this meant to spread the d-line but send everyone back 10 yards. Again maybe there something I'm doing wrong, I'm selecting L1..) but as someone posted earlier if they gave an option for a walkup maybe I would have some time to rectify this...but as soon as I try....."Hike!"
    edgevoice


    • CPU still refuses to call timeouts late in games to set up winning scores.


    • Hook zone defenders are slow to attack and stay with responsibilities.


    • Zone defenders playing underneath often refuse to defend bullet passes and at times actually crouch down to get out of the way.


    • Hurry up offense is ....well too hurried up.


    • After the last update, the camera is staying pulled back for about 3 seconds after making a pre-snap adjustment.

    Clean this up and M20 will be hands down the best edition I've ever played and it's not even close.

    Are you saying that in every game you have played, the CPU refuses to call timeouts when it needs to? no matter team you play against? I have seen the exact opposite.
    Detroit Tigers
    Low-mid 80s has typically always been the ceiling for rookies (and freshmen in NCAA); they can hypothetically develop into the 90s by the end of the season and into the mid & high-90s by the end of year two. Granted certain skills really shouldn’t be like that (you’ve either got sick moves or you don’t - Barry Sanders, Christian McCaffrey, etc.) but I don’t have much problem with it.

    I understand what you're saying, but in 3 1/2 years nobody has developed beyond an 84. I'm not only talking about their ratings right when they get drafted. Nobody is developing those stats.
    Good write up.
    Although it does blow my mind that with the 31st iteration of game we are saying things like:
    "Madden continues to make strides in having man coverage become a more viable option to use on defense"
    or
    "elite quarterbacks also display more accuracy this year, so you’ll see a lot more errant throws come out of the hands of lesser quarterbacks."
    ICE_790120q
    For the most part this is the Madden that I've enjoyed the most in the past 3-4 years. I usually play controlling all 32 teams and play all games at the same pace as the NFL season.
    Last year I dropped around Week 4, this year I can see making it all the way into the SB or at least deep into the season before I move on to something else.
    The one thing that continues to be on a holding pattern and which I rarely see discussed, whether on CFM or other mode is the lack of stat tracking and stat presentation during the game. The world is crazy about tracking everything, data scientist is one of the trendiest roles today, yet Madden seems not to get that memo yet.
    Everything from showing a decent player card with their yearly stats (including the team they played for). Showing some related situational stat before a play (e.g. 3rd down conversion % (short, medium, etc.) while lining up for a 3rd down.
    Team stats is another good example. Year over year they show the same stats and oh they can't show the average per game (e.g. total yards allowed) not it's just the total, which makes difficult to identify who is the top or worse defense in the league once the bye weeks start or in between a week where you've already played some games. Is it too difficult to program a stat where yards allowed / games played = avg. yds.?
    I really don't understand why nothing is done to improve overall stats. It's a big thing and little has been done over the years to improve that and could be such an "easy" win for them to taunt even as a CFM improvement.
    Anyways, just my thoughts on something I would really like to see taken care of but hardly discussed on these forums except for a comment here and there and I'm sure there's a lot of players in this community that probably long for better stat tracking.

    I've said this til I've turned blue in the face. Give team history as you picking your team. Have the top three players that hold team records and over the past 30 years like it kept track in NCAA 14. Put NCAA stat tracker and how it kept track of each team and coaches records over in your Dynasty..It should tell u each player that has won or win a Superbowl or probowl and the year with it in each players award history.. 2020 Superbowl Champion and make the way the awards are kept in player cards are 2K like. It's in a neat form to we're you can see everything. Need To keep track of Past Superbowl Champions from the past all the way up to Superbowl 54 and keep going and reset to 54 when you start over in a franchise. We should be able to go back and see all past Champions...
    In some kind of order:
    Over powered X-Factor pass rushers. 8 sacks a game is too common. Playing as Dallas, Lawrence has had 30+ sacks every season.
    Defenders hit-stick tackles too often. I think this ties in to the overly frequent fumbling issue, but at least sliders can fix.
    Lack of off the ball injuries.
    AI QBs are too cautious. I'll often see the AI at 18 of 20 for 110 yards, and zero scores at half time. Only late, when needing a score will they get aggressive.
    AI running game needs to game plan better. My RE and DT2 are poor players, but the AI rarely try to expose them. In fact, the AI doesn't run enough.
    convince
    Yep agree, that lack of a choice to perform, stunt, twist is definitely something I miss. Also, maybe I'm missing something or doing it wrong,.. sometimes I just want to shift my line left or right not the whole front seven. I literally just did a d-line spread (was playing Lamar and try to keep him contain in the pocket and/or up the middle to my lbs) and somehow this meant to spread the d-line but send everyone back 10 yards. Again maybe there something I'm doing wrong, I'm selecting L1..) but as someone posted earlier if they gave an option for a walkup maybe I would have some time to rectify this...but as soon as I try....."Hike!"
    You have to hit the left d pad to make d line adjustments. If not try right d pad either one controls linebacker or dline. You'll have that pre snap adjustment menu pop up.
    Sent from my SM-G950U using Operation Sports mobile app
    ClutchCity
    You have to hit the left d pad to make d line adjustments. If not try right d pad either one controls linebacker or dline. You'll have that pre snap adjustment menu pop up.
    Sent from my SM-G950U using Operation Sports mobile app
    Even a month in to release I'm still getting used to this. Every once in a while I'll accidentally run commit when just trying to shift my line. Unfortunately it usually happens to be in passing situations, lol. After a long time of the controls being a certain way it's a change. I'll get used to it eventually just need to play more.
    Sent from my SM-G975U using Tapatalk
    cowboy_kmoney
    I've said this til I've turned blue in the face. Give team history as you picking your team. Have the top three players that hold team records and over the past 30 years like it kept track in NCAA 14. Put NCAA stat tracker and how it kept track of each team and coaches records over in your Dynasty..It should tell u each player that has won or win a Superbowl or probowl and the year with it in each players award history.. 2020 Superbowl Champion and make the way the awards are kept in player cards are 2K like. It's in a neat form to we're you can see everything. Need To keep track of Past Superbowl Champions from the past all the way up to Superbowl 54 and keep going and reset to 54 when you start over in a franchise. We should be able to go back and see all past Champions...
    This kills me with franchise mode, it would add so much immersion for me if they would just add a menu to keep track of the history of certain things as you play your franchise. Things like playoff results and superbowl winners from previous seasons, award winners from previous seasons, stat leaders from previous seasons. Sometimes when playing through a franchise it's hard to feel a connection to events that have happened in previous season because the game doesn't really track any history. When you advance to the next season sometimes it feels like almost like the previous ones never happened. Something so simple like this would add so much to franchise for me.
    Sent from my SM-G975U using Tapatalk
    Shosum13
    This kills me with franchise mode, it would add so much immersion for me if they would just add a menu to keep track of the history of certain things as you play your franchise. Things like playoff results and superbowl winners from previous seasons, award winners from previous seasons, stat leaders from previous seasons. Sometimes when playing through a franchise it's hard to feel a connection to events that have happened in previous season because the game doesn't really track any history. When you advance to the next season sometimes it feels like almost like the previous ones never happened. Something so simple like this would add so much to franchise for me.
    Sent from my SM-G975U using Tapatalk

    How they dnt see it's the small things that will help us to hold on til next year as they say. Please someone get this to the devs. Bekause it's a simple add in a patch..It's not much room to do this..
    We all enjoy Madden for different reasons and play in different forms .
    This will be my last hope in reaching a Dev or someone who can pass on this specific problem with Madden since update 1.11 and nothing has changed with this last update. I’ve enjoyed Madden for over a decade and have come to understand that as a simulation guy who enjoys Franchise I’m of the minority.
    However with slider gurus on this thread and a little tweak here and there I can achieve a somewhat simulation style game.
    But I’m exhausted in wondering or trying to understand why Madden Devs have taken “ out” cpu Ballcarrier special moves. I cannot fix this..there is no slider that can fix this. A skilled football player will Juke- sidestep-truck over-spin by on occasion defenders anyone who has played or watched football understands this.
    Yet ...since patch 1.11 cpu Ballcarriers run as automatons and all immersion is gone....was hoping this September patch would fix or reinstate this issue..not so..
    Many very good updates , fixes , were in this patch as in others and I’m happy many of you enjoy this game I just can’t watch football without this element ...thanks to all who have responded to my querying about this issue.
    CujoMatty
    I haven’t seen the sideline/end zone awareness talked about much but it really is outstanding and adds so much authenticity. Last night I had Funchess catch a poorly thrown pass that was high and he back pedaled at the end zone cone draggging his feet for the TD. It was very cool. I do wish the COU controlled players tried a little harder to stay in bounds though.

    This is where the throw trajectories shine and it also no longer feels as if the ball is tethered to the wr. The qb actually seems to throw to a spot instead of to the wr. That’s why it looks better, imo. When the qb throws to a wr going toward the corner of the end zone, he actually throws it to the corner of the end zone and it’s up to the wr to go get it.
    Goalie fades are still mostly miss. Lol. I’ve thrown some nice ones to Julio over the past few maddens, but it’s still the same, unfortunately. The qb often just doesn’t quite throw the ball where/how I expect him to, and then u get an awkward animation from Julio. Lol.
    But again, overall, it really does feel like the qb throws to a spot. This is mostly good, although I’ve also seen Matt Ryan throw a complete nonsense ball so close to the sideline when he had a wide open wr with plenty of field to throw it, so I think the programming has been tweaked to force some of those sideline throws to be right on the sideline no matter what. Overall, this is still a positive for sure, but it’s still not perfect, of course.
    Sent from my iPhone using Tapatalk

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