[Search]  Search   [Groups]  Back to EA Forum Index  
Constructive feedback about Madden NFL 10  XML
Madden NFL Series  > Madden Tech Help & Feedback
Author Message
DUESES


Joined: 03/23/2009 16:14:53
Messages: 1049
Offline

I dont kno if this is constuctive or not but I think somebody needs to get some imput from Mike Wang he totaly gets it when comes to gameplay theres no one better when it comes to gameplay. I sure wish he could help y"all when it comes to maddens because NBA lives concept is perfect some of the bugs need to be smoothed out but hes right there. Now people complain about other stuff on NBA live but gameplay is whats important. Mike Gameplay Wang thats his new name.


DON'T GLITCH TO WIN IT'S NOT LIFE OR DEATH!!!!!
ROBO1975


Joined: 09/23/2009 16:37:07
Messages: 5
Offline

I do not like it when the EA server chucks you out, advises that stat will not be recorded, you will not receive a loss and it will not be assigned to a quit. When you go back into your record you find a disconnect and a loss added. Can EA provide a facility or portal to enable records to be checked, where the loss can be wiped or at least have a facility to enable the user to have the ability to query the match via the online part of the game.
redsoxphoenix


Joined: 10/08/2009 18:54:08
Messages: 1
Offline

I am sure that this reply won't be read or responded to, but I am going to post it anyway because it just needs to be said. The game is incredible visually, it is evident in every way that all aspects of the stadiums, players, etc...has been crafted beautifully by the EA team. The game play itself is not that great, I don't care what magazines or anyone else has to say about it. I have been playing Madden since way back (like'95) and the game gets better visually every year. However, many of the same mistakes are still evident in the game play. For example, I just used the Falcons and had 15 drops for the game, 5 by Tony Gonzalez which is of course a complete joke. I would be surprised if he had that many in the course of a season. On any level other than All-Madden, which does nothing but make your guys suck, the same exact plays work over and over. If anyone reading this is interested let me know and I’ll share it with you, the same plays work over and over in NCAA also. I threw for over 1200 yards in a game of NCAA and that was with short quarters on the hardest level, and no, it has nothing to do with throwing bombs all day long. This will be the last copy of Madden that I ever purchase, as most of my friends have already moved on to other games. I understand that the game has to be visually incredible, if not if would pale in comparison to other sports games that come out on the various systems. What would be nice is spending more time and effort on the actual game play instead of the aesthetics, the last game I played (same as the ridiculous 15 drop game) a ball went through Norwood’s body and was picked off by the defender. I watched over and over in instant replay how the ball literally went through his body and was intercepted, that is truly pathetic for a 60 game. I could see those glitches appearing back in the late 90’s, but give me a break in Madden 2010. All I can say for the game is that the EA team should be thanking God that on-line play has skyrocketed because to sit in your house and play this game against the computer or friends would be a complete waste of time and energy. It’s also obvious that the makers of Madden sensed that their game was not the best out there when ESPN football offered their game for 20 dollars a few years back. It seems funny that right after that Madden bought the players rights and was the only game that could use them, odd. I won’t even begin to get into player ratings. I saw the two representatives from Madden go back and forth with T.J on ESPN and discuss their reasoning for specific stats. The ratings don’t mean a thing in the game, I can take Jeff Garcia and have 400 yard games, so what does it matter? If a running back has any speed at all the counter works all day long, it’s almost boring. I had 350 yards with Frank Gore in 3 quarters. The speed ratings have been, and will always be, a complete joke. I have Linebackers lining up against quick running backs like Norwood and wide receivers and they keep up with them, which anyone would tell you, is exactly the mismatch football teams look for and exploit when given. Anyway, this useless rant has, I am sure, fallen upon deaf ears. So with that said I finish my tirade and would love to hear from anyone on the EA team if possible, although I highly doubt it. Hope that was specific enough.
Raven0086


Joined: 09/05/2009 11:00:19
Messages: 10
Offline

Hey Ian, great game, the only thing that needs improvment is the superstar mode. My suggestions could not be implimented in this game, but consider this. A free roaming superstar mode. You live the life, spend contract money on cars, and houses, and all kinds of stuff.

Drive to the stadium, get on the plane for away games, come home from a big game and have fans mob you. Choose weather or not to sign autographs or blow the fans off. All of your choices determine your ego rating.

when game time comes get suited up in the locker room and control your player as he runs out of the tunnel to the screams of 70000 fans. your play on the field affects ego as well, if you showboat the ego goes up, a less "look at me celebration brings ego down. Bring back the press confrences, but make them more interactive. select who you want to take answers from and so on.

This type of gameplay would easily be the most revolutionary step of the madden franchise, ever.
Marat1789


Joined: 10/10/2009 14:09:29
Messages: 3
Offline

Yes, far too many fumbles and the onside kicking works far too often. I have played players who onside kick in the first quater when they are winning by 7. Madness.

Also don't like the fumble button mashing thing. Very few fumbles in the real game are decided by a wrestling match anyway and in the game most of them are. As an older player I want strategy not hectic bashing that you always lose. It detracts from the game and often unbalances an otherwise even contest. At least you could have an option to not use it online and then us old blokes would occasionally win a fumble. Never won one yet.

Also for some reason I can never make a fair catch, which with the above 2 points is quite significant!

Agree online should be slower. Delay of game penalties are 3 or 4 times a match.
kovert opps


Joined: 10/12/2009 23:08:06
Messages: 9
Offline

3 issues I have with Madden 10 for Xbox 360, 2 of which are specifically with Franchise mode, all three of which were (In my opinion) were executed wonderfully in past iterations of Madden on last-gen consoles:

1) Virtual Trainer/Madden IQ/Mini-Games:

The way this has been implemented in the next-gen simply baffles me. The current mini-games/training tools are neither as effective at simulating real-game situations nor are they nearly as well-implemented or as fun as the mini games found in previous years' last-gen Madden Titles ( the Madden Training camp tour bus thing). Running DTs/LEs through the gauntlet trying to get through defended flags, QB pocket Presence, RB Challenge, DB coverage drills etc and so forth were not only far more useful drills for developing Madden skills, they were more fun and more accurately depicted the types of drills you might expect to encounter in an NFL off-season program or at the combine. The fact that you could "Gamble" points used for some extra-curricular progression was a great risk-reward system as well, and validated the existence of these fun mini-games even further. The current mini-games feel like an awkward extra that really serve no meaningful purpose. The Madden-IQ / customized difficulty feels like a forced feature that looked neat on paper but not in execution.

2) Global/Formation substitutions, custom personnel packages:

Simply put, the older, last-gen Madden games which allowed you to easily edit and save global personnel substitutions by formation as well as general global substitutions (outside of the play calling screen during a game) had it right. The ability to create your own custom personnel packages specific to different formations was also a great tool for us serious franchise players as well. This all adds up to a superior game play experience and really puts the player in the seat of the coach, being able to take full advantage of his team's personnel and formations. Which leads me to:

3) User-Defined Play Books

Yet again, a situation where the last-gen madden games had useful functionality that has been stripped away for seemingly no reason in the Current gen iterations. This one is a no-brainer, creating a playbook with the formations and plays you actually find effective and wish to run is a a huge feature, and is nowhere to be found in Madden 10 for xbox 360.

****

While there are a number of other items I take issue with, these are the three biggest gripes I have with Madden 10 (as well as ALL next-gen versions of Madden). It seems as though to some extent the focus of development for next-gen has been such that many fundamentally sound, intuitive and well-functioning features from last-gen have been abandoned to create a more "glossy" Madden that is "Different" than last-gen Madden, without thought to impact on gameplay- especially in the realm of Franchise.

While things are definitely getting better- ( 10 is the first next-Gen iteration worthy of the "Madden" moniker, IMO) there's still a ways to go. It's difficult to understand, however, how it is that systems which have been already designed, implemented, and proven have been cut in the first place and not re-introduced yet. Flashbulbs popping in the stands is nice and all, but core gameplay elements should come first.

-KO
xAssassinx1


Joined: 08/19/2008 18:30:56
Messages: 15
Offline

Hey Ea I hope u read this.

Commentary- Im sure if you read the reviews from any game site you would see how much it sucks. Why? It gets so repetitive. I know that there is a limit because of costs and time and that whole thing, but please get someone else to do the commentary. You have Chris saying things like "They kept so and so out of the game until now and he's one the best receivers in the league", when in fact it's a third or fourth string. Further, I THREW a touchdown at the opponents two yard line, and Chris says something like " He broke a tackle in the backfield and ran it in for the score." It just doesn't match up EA.

Half-time and post game and weekly shows- Boring. That lady( cant remember her name) has the most dullest voice I have ever heard. Everything she says sounds like she's just reading off a script with no emotion. Now I know that in fact she is reading a script, but it's not supposed to SOUND like it. And why does she talk about the same things over and over for each halftime show? " X team has ran more plays in the half" who cares? Now if she tied that in to something like "X team has only ran X number of plays compared to X number of plays for Y. They should focus more on ball control for the next half if they want to have any chance of winning this game." (If they are losing of course.) Honestly you all should get some anchors off of ESPN, as they know how to read scripts and show some emotion at the same time. Stuart Scott,Chris Berman, Merrill Hodge, maybe Rachel Nichols and Suzy Kolber. PLEASE use the ESPN partnership for once IN-GAME. Suggestion- have them look at a game played and just talk naturally to whats goin on and record it. Or take things they have said on ESPN and see if you can use that recording.

Adding on to that, you need highlights better than the ones you have now. In the half-time show, highlight the key plays, and talk about the key players that need to step their game up or have been doing an outstanidng job. At the end, interview the player of the game, and not just the quarteback. Also, have them say something. It may not be their actual voice, but it would stil add to the game. Follow that up with post game highlights of the KEY Plays(not some 8 yard run that had nothing to do with the outcome). Make sure to have the commentators COMMENT during the highlights. During the super bowl, have the music and atmosphere of crowd noise continue for the WHOLE presentatioin of the trophy. Have players take off thier helmets and run around in joy and jump on each other in celebration. Have the commentators talk about how they won the game or something.I know that you have noticed how once the music stops, its completely quiet yet there are players and the coach on stage with fans in the stands.

And jeez record the created team names so players can feel like they are an actual team in the league. "the home team" by tom hammond and chris gets old and annoying. You may want to record more cities as well, as they never say *. Louis when i create a team. We are going to need some more logos as well because it doesnt look like youve updated them in the last three or so years.

Also give the player more control in franchise. You give us the option to spend millions on stadium upgrades, but whats the point if I cant actually see the upgrade? And why can we not control prices of items yet? Owner mode needs to be back AND improved. Take a cue from MLB 09 the show and tailor some of it to football. Bring the newspapers back! I like to see my players on the front page and in local newspapers. The radio thing you had with Tony Bruno in 05(i think), was actually good. Why did u take it out anyway? Leave the good stuff in and improve upon it.

Gameplay- Now down to the nitty gritty. Wide recievers need to be able to JUMP and CONTEND for the manual with the push of triangle. Do you know what happens now? I press triangle and they do this animation like they are trying to catch something on the ground, or they do the one where they want to catch the ball over the shoulder yet the cornerback is clearly in front of them. Thats just not the way its played. Also, when you have the thing where players break out of a three or four man tackle, why is it that no one else can tackle him during that animation? It's as if there's this force around him and everyone just falls even if they clearly are in position to tackle or at least attempt to push him back. Next, if a player wants to cut back the opposite way( say if he catches a screen pass) then he should take one plant step into the ground and turn that way, not do this little thing where it looks like he's juking when there is so much space to the outside. If a corner is playing man and the quarterback has good protection, please make the corner stay on the receiver. Too many times players call deep plays, move around,and you see a receiver wiiiide open 30 yards down field when a man was assigned to him. Next, make speed matter. If a corner speed is 88 and the reciever is 95 and he gets by, there is no way the corner should be right on his tail as if he is Usain Bolt.

Omg please make that chain gang cut scene skippable. Its good you have it, but i dont want to see it every couple minutes. Besides, if its not a first the ref is on the left and if it is, then the ref is on the right. Its the same every time so its not like we are waiting in anticipation to see what the call is. So there is my two cents on constructive feedback. I honestly hope you read this, and implement it. Its the things that people complain about year after year so I'm not being outrageous. Live up to your marketing line. If it's in the game, then actually put it in the game.
belknaptcg


Joined: 09/30/2009 17:03:22
Messages: 9
Offline

I posted a thread about this with more detail, but this seems like the more appropriate place to put it anyway:

I love creating players and teams. In past games I always loved to create a team and hand-make the entire roster for a franchise. This is difficult to do in '10, but beyond that and despite how much I like the creation, I feel there are improvements that can be made. While I know legal issues can get in the way of including the online TeamBuilder feature in future Madden games (currently for NCAA 10), the customization it offers is groundbreaking compared to the in-game create-a-team feature.

FOR CREATE-A-TEAM
- More logo options/more realistic logos
- More in-depth uniform custimization, i.e. teambuilder: outlines around numbers, more selection for styles/stripes, etc.
- Create your head coach.
- Add "Expansion Mode" for created teams to draft from existing players WITHOUT causing duplicates in franchise.
- Don't make players on generated rosters all rookies.

FOR CREATE-A-PLAYER
- More create-a-player slots? (I know this can be difficult because there is a limit to the number of players in-game, but perhaps that number can be increased overall? Or include an option to remove a player from a roster to allow this?)
- GIVE THEM PICTURES! The generated rosters and draft classes all have pictures, and they are exactly the same as the faces chosen for created players. Give them pictures instead of the grayed-out shadow.
- Further, deepen the customization for appearance (another EA game, The Sims 3, was awesome here): sliders for skin tone, build, and facial features, plus different options for facial hair and hairstyles.
- Allow periods/dots, hyphens, apostrophes, and commas in names (A.J. O'Neil, John Davis-West, etc.)
- Select potential as well as overall/attribute ratings. I once created a 34-year-old RB at 73 OVR and he still was given A potential.
- To make ratings easier to manage, rather than beginning with everything at 65, select a template based on player type (Pocket QB, Power RB, etc.) and tinker with the ratings from there. This way you won't get a LG who is an abnormally talented kick returner.
- Perhaps include personalized celebrations for individual big plays or scores.

--- --- ---

Thanks, I hope someone reads this and takes it into account as I would be ecstatic to see these modes improved because of how much I love using them.

unclejam57


Joined: 09/10/2009 14:39:20
Messages: 5
Offline

How about actually living up to if its seen on sundays its seen here. Your game is a joke and if the NFL had any balls would strip you of your license. How does a 98 speed player get caught from behind by a lb, please tell that, or a wr has position on a cb but the cb somehows get the int. and why is it that a lb can cover so much ground in the passing game. I wish I had never bought this game cause it is not as realistic as you claim it to be. You should reimburse everyone their money back for making a sham of the NFL. Basically if you want feedback trying listening to people and and quit imagining you know what football is about because obviously none of you really have a clue about real football. Now if you just want a arcady game then my point is moot but for real sim football you haven't even come close. Basically you are ripping people off who want to play real sim foootball.
u_play_to_win


Joined: 10/14/2009 20:01:22
Messages: 3
Offline

hi! ok so i don't know how you guys can address this, but i think it is pretty important, sometimes affecting decisions in game and simply just looking like an unfinished product. The commentary is way off, seeming that at least once or twice a game i get a commentary that has nothing to do with the reality in the field. same problem with the ref animation and even info...example: i challenge a play, it says that the play is reversed, and when i get to the play i see it's not. Also many times it happens where it says he dropped the ball when it's a catch, or vice-versa(commentary and ref animation, while the computer * the play correctly and the result is correct, but how am i to know?). Maybe you guys can look into it nd try to improve this aspect since i think it's important for the gameplay(decision) but even more it just looks bad as it is, kinda unfinished. Thanks and i you guys will get this. There are other playing issues as well which i will not go into, but it is also an awesome game, just don't stop here
drjel01


Joined: 10/17/2009 19:01:05
Messages: 2
Offline

I have to say that Madden 10 is fantastic looking. In 1080p and with the new broadcast view, it's like I'm watching a real game on TV. Speaking of, sometimes I will pick some random teams and let the CPU play against itself and I'm impressed with the way the computer manages to play a realistic game of football and each team plays similarly to their real counterparts. What I notice though is that the broadcast presentation could be better though. The cut scenes seem to last only a second before the players area ready to snap the ball again. Replays are too few and far between. NCAA Football 10 does a much better job representing the game as if you were watching it on TV where you get longer cut scenes of different angles or close-ups of player reactions or injuries. And there are more instant replays added for dramatic impact. I wish the folks developing for Madden would provide the same. The atmosphere seems to be lacking a little with Madden.

Regards.
HOUSTON ICON


Joined: 10/19/2009 17:05:36
Messages: 19
Offline

I've been playing Madden since 1990 and i think the Franchise is the best but there's one big issue i've had ever since the Franchise mode was introduced.Why is it when you wanna relocate the team you can't have the option of keep the original teams logo?for example,i wanted to move the Raiders back to LA but instead of being able the LA Raiders,i have to choose one of the bad looking logos.Isn't Madden suppose to be realistic?We should have the choice of keeping a real teams logo or selecting one of the generics.
evans429


Joined: 10/19/2009 17:46:30
Messages: 12
Offline

I ve got some legitimate constructive feedback, first the game is impressive and a great deal better than previous installments. The online franchise makes this game much better that it may be at times however there are some enormus problems with the online franchise.


Outside of the online franchise missing all of the extra's, possibly the biggest flaw is the playoff tie breakers used in online franchise mode. We are in the first season of the VNFL and have arrived at the playoffs. Only to find out the online franchise dosent put the right teams in the playoffs, basically we are not sure how the franchise arrived at its decision but it left a division winner out of the playoffs.

So the reason to play the Franchise is severly flawed when your goal is to make the PLAYOFFS in the NFL. How could you completly disregard this? Is there any way EA could find a way to allow the online franchise commisoner to select the proper playoff teams? I doubt it, but I figured it was worth a try. Or maybe even a patch to fix this?

This is really sad that the online franchise doesnt use the right tie breakers. We at the VNFL believe that the tiebreaker used for playoffs is aphabetical order of the teams name (not the city). It's Either that or points scored but regardless it is sad to see the Online Franchise fail so miserably......

Eagles Owner VNFL

This message was edited 1 time. Last update was at 10/19/2009 21:18:32

nardyboy2000


Joined: 10/20/2009 09:48:54
Messages: 1
Offline

i am an old school football gamer and when we get a 21 point lead, the game is ended under the mercy rule. This should be an option on the next Madden
slayerfan66666


Joined: 10/12/2009 11:19:27
Messages: 33
Offline

There are several things i would like to see done with Madden. I'm not asking for it to be done overnight, but to at least make an effort to put some of it in over time.
1) New game engine- C'mon man it's 2009! Why are we still playing this? If you had to skip Madden a year i don't think people would mind waiting just to get better game play. Sooner or later it's going to have to be done so why not start now. Euphoria engine? Just something that makes the players play to their attributes.

2) Quarterback- Bring back the vision cone. What a great idea. The higher the QB AWR the larger the cone. If the QB tried to throw to an area he couldnt see, the throw wasnt a very accurate throw. Add that with the new QB ratings and i think it would add some great realism. Also the controlls for moving the vision cone should be RT or LT. Push right he looks right. Push left he looks left.

HOW THIS WILL FACTOR IN THE GAME- More realistic. If you try to throw a pass outside the QB's vision cone it adds a much higher chance of being picked off or incomplete, depending on the QB. The vision cone would also go a long ways in "fooling" a defense by "looking off the reciever".

A) CPU QB logic- The game is programmed for the QB to throw first instead of run first. That's why there are so many lame duck/ridicules throws. 90% of the time when a QB is pressured the first thing he thinks to do is run for their life. This is the way it should be in the game. Only ELITE (more on ELITE players later) players like T. Brady or P. Manning might be able to step up in the pocket and make a throw. NOT EVERY QB! This would also bring into play QB mobility. Blitz a mobile QB like V. Young and he'll make you pay. Things like this should matter. A person should have to think about what they do. Do i want to blitz this guy and take a chance on him breaking off a big run?

HOW THIS WILL FACTOR IN THE GAME- More realistic. QBs would react like they would in real life.

3) Running back- The awareness of the RB should have something to do with how the O-line blocks. The higher the RB AWR the better the O-line would block. Not making them Supermen but giving them a boost to their Run Block rating. Run block could be adjusted as follows. A RB that has a 90AWR would be +4, 80AWR +3, 70 AWR +2, 60 or lower no boost. This would factor how well a team runs the ball. If you take someone like A. Peterson and put him on any NFL team he probably would run 1,200 yards a year.

HOW THIS WILL FACTOR IN THE GAME- If done right it would add realism to the running game. Got a rookie RB that cant run the ball? Trade for C. Portis and see your running game come alive.

4) Reciever- The biggest problem here is almost all recievers perform just like the next. If T. Owens was being covered by a rookie or a lower rated CB, 9 times out of 10 T.O would make a play if not dominate. A player like D. Hester with his speed when matched up on a slower CB should at least have a chance to outrun and make a play like maybe 25% of the time. If he gets matched up on a S or a LB it's pretty much game over. Just like the way it should be. Football is a game of chess and thats what its all about, creating mismatches. Get a TE on a CB or S and its a mismatch. Don't believe me? Just ask D.Clark. This would also keep the CPU honest. Keep the CPU from coming out in a 4-3 when the player comes out in a 4 wide set. Just because the CPU knows you picked a running play.

HOW THIS WILL FACTOR IN THE GAME- Add more realism to the game by letting the big time players be big time players. Make a player think about what defensive play they pick. Pick wrong and get the wrong coverage and you could get burned. Also keep the CPU honest. (or as honest as you can keep the CPU)

5) Offensive lineman/blocking- LOL. Man this is just plain horrible. CPU DOES NOT PLAY LIKE REAL LIFE. I challenge anyone from EA to show me a NFL game where your LG will slide over and pick up a blitzer on the RT side on a regular basis. Or vise versa. Watch an O- lineman in a real game when they are pass protecting. They are looking FOWARD. Seriously, this needs to be changed. It is not realistic. If a O-lineman gets beat then so be it. I think the O-line shouldnt be able to pick up every blitzer/rusher. If a OL's AWR is 60 that would mean that if a defense blitzed 10 times in a game that OL would pick up 6 of them. As i said before the OL should get a boost from the running backs. They would also get a boost from QB's in the same way for pass protection. This would also factor in pressure on a QB. A rookie or lower rated QB would have pressure on him quicker than a ELITE QB. A lower rated QB would also increase the likelyhood of blitz success. Alternate blockers like RB, FB, or TE should have an option on who you want them to block. A small screen would pop up showing the defensive players. This way you could select who that player is blocking. For example DE D. Freeny or LB J. Harrison. It would only be for that one play and only come up if the player was being assigned to block someone. This would make it so the player you assigned to block wouldnt let Freeny go by to get to the blitzing S when the immediate threat is Freeny.

HOW THIS WILL FACTOR IN THE GAME- HUMUNGOUS! An O-line that actually played like their ratings? I think every Madden player could appreciate that. This way you could actually "double team" players like D. Freeny. A plaer would have to think strategy if weak in pass protection.

A) Offensive line GEL factor- This, if implemented, would add alot to the O-linemans play. The GEL rating would be for the O-lineman. It would represent how well they play together. The longer a line plays together the better their GEL rating would be. This rating would increase over a period of time. Of course, injuries and free agent defections would lower the rating. A O-lines OVR may be low but if their GEL is high then they will play better. Meaning, you may have a line thats 70 OVR but there GEL is a 90. Although their OVR is low they would play higher because of their GEL rating. A high GEL rating would increase pass and run blocking while allowing the O-line to pick up blitzes better.

HOW THIS WILL FACTOR IN THE GAME- A person will have to actually think about decisions made on the O- line as far as free agency. Do i keep this free agent and sacrifice GEL rating to save money? It will also factor in decesions about back ups. Have a sub-par or scrub for a backup and your O-line may suffer if there is an injury.

6) Defensive line- Well the biggest thing here is the ELITE players not playing like ELITE players. If your playing against D. Freeney or J. Peppers you should know it. They should be putting pressure on the QB on a regular basis. If they are playing against a lower rated player or a scrub then look out because someone is going to get their lunch ate. Why do you think teams "double team" or "chip" guys like this? Of course if one player is getting double teams it should free up another player to possible make aplay.You should be able to pick what move you are going to use. Bull rush, swim move, spin move, club or throw. Give us a choice. D. Freeny practially patented the spin move, yet it isnt even in the game. Personal sack dances would be nice also.

HOW THIS WOULD FACTOR IN THE GAME- Giving someone the option on how the player is rushing the QB goes a long way. Add realism to the pass rushing aspect of the game. It would also make it so a player would have to "gameplan" for players like Freeny and Peppers.

7) Linebackers- The biggest improvement here would be to make it so a LB wouldnt be able to perfectly cover a WR or a RB that is 20 to 30 points faster than them. It's called a "mismatch" for a reason. Or a LB that is playing middle zone shouldnt be able to jump 20 feet in the air to INT a pass. Pass rushing skills should be improved. The higher the AWR the more effecient they will be at blitzing. Players like D. Ware become ordinary too often.

HOW THIS WILL FACTOR IN THE GAME- Make it more realistic. Period

Defensive backs- There are two major problems with this position. First, the ability of a DB to jump a route whether its someone they are covering or not. I can see this happening with a ELITE or high rated player sometimes but it happens with any player. It's something that seriously needs to be fixed. There is nothing more frustrating that throwing a pass to your open reciever and having it picked off by a CPU player that jumps the route before you even throw the ball. Second, how does the CPU player know, without looking, to reach up and bat down a pass? Ever heard of a fade route? One of the biggest plays in the NFL and non exhistant in the game. Sometimes DBs get beat. It's a part of the game. Players should play like their ratings. If you have an ELITE DB like A. Samuel covering a medium to low rated player they should dominate them. If a player has a 90 AWR this would mean that if a person threw 10 passes at the 90AWR DB they would complete one pass. This would make it so you wouldn't want to throw at a "shutdown corner" as much. If you do your taking a chance of throwing a pick or getting the ball knocked down.

HOW THIS WILL FACTOR IN THE GAME- Make the ELITE players play like ELITE players. Also add realistic coverage to the game. Also make it so you have to "gameplan" for "shutdown players".

A) 8 men in the box- How about in the cover adjustment/audible screen have an option for bringing up the safety for run support. This would help with teams that have poor run defense. It could also be used for a blitzing safety to be brought up. With this option the offensive player wouldn't know if that safety is being brought up for run support or a blitz.

HOW THIS WILL FACTOR IN THE GAME- Pretty much explained already.

9) Special teams- One of the most important aspects of the game and it's majorly overlooked in Madden. Where are the fake onside kick offs? Wheres the music city miracle? What about blocked field goals or punts? It is almost impossible to block kicks in the game. I'm not saying it should happen frequently but it should happen sometimes. It should be dynamic. Kicking to a player like D. Hester should make you nervous. ELITE special teams players should play ELITE. There aren't that many ELITE returners in the NFL so a person should feel apprehensive when kicking to someone like Hester.

A) Long snapping meter for field goals and punts- This could add to the amount of kicks/punts blocked. When kicking a field goal or punt there will be a meter like the kick power/accuracy meter that would measure the accuracy of the snap. The higher the rating of the long snapper the slower the meter will move and the more accurate the snap would be. This meter along with the kick meter would have to be done before the rushers get to you. If you aren't fast enough doing this your kick could get blocked. If the snap accuracy is off it could cause the snap to be bad or go over the head of the punter.

HOW THIS WILL FACTOR IN THE GAME- Once again self explanitory. All in all it would make the game more realistic.

10) Player ratings- Simplify the ratings system. Give the players only the ratings that pertain to their position. I don't think an O-lineman needs WR ratings or QB ratings. The progressing of player ratings needs to be looked at. A player shouldn't just progress because he plays well it should factor in the coaches ratings and if the team is winning or losing. A team that is losing should have their ratings lowered. When the Lions set the loss record don't you think by week 10 they were ready to get the season over with. Progression/regression should happen from game to game also. If a player plays good they should have a small boost. If they play bad then they should lose points.

11) ELITE players- ELITE players are very few but so many perform like it in Maddden. When playing with or against an ELITE player you should know/feel it. ELITE players can make or break a game. P. Manning doing a two minute drive to win a game. A. Peterson breaking off a huge run to get a first down. Andre Johnson making a big third down catch over the middlefor a first down. How about D. Freeny making a big sack or D. Ware making a big tackle to stop a drive. What about C. Bailey taking a INT to the house to win a game. You see, ELITE players play ELITE in most games. They are the guys you look to when the game is on the line. They play like it in real life but not in Madden. ELITE players would have an identifier like the old "weapon" identifier. ELITE players would also affect how other players play. A prime example would be S. Dawkins going to the broncos this year. You dont think him being there is making the other players play better. What about the players that play around T. Brady? Don't you think they are better because they are playing with T. Brady. An ELITE player would affect the AWR of all the players around him. ELITE players should have a "big play" option. Before a play you would be given an option to use the "big play" on a given player at critical times in the game. The "big play would add temporary boost to a players ratings. Maybe your offense needs a big drive or your defense needs a big stop.

12) Blitzing- This is severly unrealistic. No QB or O-lineman is going to pick up 99% of the blitzes in a game. It's just not going to happen. Even ELITE players like P. Manning get sacked, albiet not very much. I think that if a blitzers OVR is a 80 and he was blitzed 10 times in a game that would mean he would get through 2 times. Not saying he would get a sack but get enough pressure on the QB to make him make a bad throw. If a defense is facing a offense with a QB with a low rating and a O-line with low ratings that should boost the blitz effectiveness of the defense. That's not to say the defense become superman, it just makes them better. The lower the awarness of the QB the quicker the pressure would get to him. I say this because this is what alot of defenses will do to a rookie to "rattle" him. This would be a big factor for playing a rookie or a lower rated QB. Since those QBs usually have low AWR ratings it would mean tha the rushing or blitzing pressure would get to the QB faster. Making it realistic in the fact that most rookie players will throw alot of picks until they get some game experience. (raise their awareness) Even guys who come into the league with success like M. Ryan and J. Flacco threw a high number of INTs. It's just a part of the game. You shouldn't have a rookie coming into a game against the Ravens defense and throwing for 350yds and 4 TDs. It's just not realistic. Another big thing about blitzing is man to man coverage. If you have an average front four on defense and need to blitz to get pressure on the QB that leaves your secondary in man to man coverage. If your secondary isn't good at man coverage than its possible they could get burned.

13) Fatigue- It should be a major factor in the game but isn't. This is really in need of a major overhaul. Fatigue isn't close to being realistic. It should be so all players lose some "energy" for every play they are on the field. Once they lose it they cant gain it back no matter how long they rest. It's evident in every real game. In the first quarter a team has great "energy" but by the time the fourth quarter rolls around they are clearly fatigued. Especially a defense that has spent alot of time on the field. This is why you see teams running the ball in the 4th quarter with a power back. No player should play/react in the 4th quarter like they did in the 1st quarter. This would be a factor for players that have low stamina ratings. You can play them but know that they will tire out faster if played alot. This is why so many teams "rotate" their D-lineman, who by far should have the lowest stamina ratings.

14) Coaches- A part of the game that has tons of potential. Coaches by far have the biggest impact on how players develope/play and i really can't tell the difference between any of them. Their ratings are generic. They should have a rating on how they affect every position on the team. Do you have a Head coach that is defensive person? He may only "specialize" in one area like DB but would raise the ratings of all defensive players across the board. The "specialized" area would be raised the most. But the coach may have no affect or little affect on other players. More coaches are needed in the game. I'm talking O-line coaches, LB coaches ect. Having this would have a greater impact on how players develop. The coaches should also have "potential" ratings like players. If they have an A potential they are an excellent coach and should develop their players fairly well. Like players these potential ratings wouldn't be revealed unless they were signed by you. The head coach will have a "Coaches Gameplan" that can be accessed before every game. It will let you chose one option from offense and on from defense. The options would be defense run or pass defense and offense pass or run. If you chose defense run this would give a boost to the front seven starters and starters only. No backups will get the boost. It would help them to defend the run better. If you chose offense pass your starter on offense (QB,OL,WR) would get the boost in ratings. Only the starters would get the boost. If a player gets injured their replacement wouldnt get the boost. The head coach will also have a in game option for momentum boost which i will get to next.

15) Momentum- How many times have you heard a commentator say in a game that the "momentum has shifted"? Momentum is one of the biggest parts of the game thats totally overlooked in Madden. Why cant each team have a momentum meter? This would also affect how well a team/players plays. If a team went down the field on a long drive it would slowly fill the momentum meter. If the offense scored on a 60 yard bomb the momentum meter would fill faster. The bigger the play the faster the meter will fill giving that team an advantage. Things that could change the momentum meter. INT, blocked kick, fumble recovery, big hit, or a big offensive play. Coaches will have a momentum boost that they can use before a game, at half time, or in the fourth quarter. Depending on the coaches OVR rating would affect how much they boost the momentum. Maybe your going into a game where you want to come out in the first quarter and have momentum/set the tone. You could use your momentum boost before the game. Maybe your team needs a little boost coming out of the half. Or maybe you need a boost in the fourth to help you try and win a game. When coaches use the momentum boost it would give a temperary boost to the player ratings.

16) Scouting- This is easy to fix. If you want to scout an offensive lineman you should be able to scout what you want to know about i.e. pass blocking, run blocking. This should be the same with any position. The longer you scout a player the better your info you will get. At first the info may be like the players pass protection rating is higher than 50. Then as you scout more it should be more detailed. Maybe be something like the players rating is between 50 and 80. If scouted more it might say player rating between 70 and 80. The player should only have to be scouted for 4 weeks to get a final report on the player. So if scouted for the full 4 weeks the info may be this players rating is 74. Real simple. Oh, by the way i just wanted to add i feel that whole draft gems in the late rounds and "busts" from the first rounds is really evident in this year. I drafted a WR in the 4th round and eventually ended up with a player that was 92 OVR. I drafted a CB in the first round that ended up being an 75 OVR and never went up anymore. More or less a "bust". Good work guys.

This is the things i came up with that outside of the new engine shouldnt be too hard to impliment into the game. I hope that someone from EA is really looking at these posts and taking them into consideration. Thanks for your time.
Madden NFL Series  > Madden Tech Help & Feedback
Go to: