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SnickerLicker21's avatar
SnickerLicker21
Rising Adventurer
2 years ago

CPU Play Calling is a Mess

I don't know how else to describe it, but there is a major issue with the team playbooks in the game, especially on the offensive side of the ball. The CPU is literally passing the ball over 70% of the time nearly every single game. It seems that roster composition, success, etc. do not have any impact on how CPU teams are calling their plays.

For example, I'm in the middle of the 4th season in my franchise and the Colts have a 74 overall Bo Nix as their QB. They still have a 93 overall Taylor at RB. In the two games against them this season Bo Nix has 90 pass attempts to Taylor's <20 rush attempts. And Nix hasn't exactly been lighting it up vs my defense either. This most recent game he threw it 45 times, barely completed 50% of them and I don't even think they reached 200 yards passing. They lost 27-14 and their play calling was a huge reason I won comfortably. When Taylor ran the ball, he was effective, but he only got 10 carries the entire game. Nix had 3 scrambles. No other player had a rushing attempt on their team. So they had 50+ drop backs on the game with 10 designed run plays.

This is the case in 95% of my games vs the CPU over the course of 100's of games in Play Now and now this far in this particular Franchise. Can we please have the playbooks looked into so that the CPU can get back to having realistic play call tendencies? Only the Bears playbook really seems to get the CPU to have a balanced attack that is close to real life averages. About every other playbook has the CPU throwing the ball more than even the Commanders did this past regular season in real life. This game has a lot going for it, but this issue is huge and really killing the experience at times.

10 Replies

  • Dealing with the same issue and there really is no way to fix this problem. If you try to give the CPU a custom playbook the game crashes. Generic playbooks don't help either. I tested all of them. 

    Air Raid - 148 total plays, Run 22% : Pass 78%

    Balanced - 145 plays, Run 32% : Pass 68%

    Pistol - 133 plays, Run 31% : Pass 69%

    Run and Shoot - 126 plays, Run 27% : Pass 73%

    Run Balanced - 149 plays, Run 40% : Pass 60%

    Run Heavy - 147 plays, Run 35% : Pass 65%

    Run and Gun - 141 plays, Run 20% : Pass 80%

    Spread - 129 plays, Run 41% : Pass 59%

    West Coast - 135 plays. Run 34% : Pass 66%

    Overall - 1,253 plays, Run 31% : Pass 69%

  • Hey EA, will this ever be addressed. It's a huge issue that needs fixed. 

  • I hate to use the term, but its a game killer.

    I can literally have the best secondary on paper, and it means nothing. I tested a theory by having an X-factor at each corner, star or above at each safety position, and that team in Franchise ALWAYS finished between 30-32 against the pass. With the CPU attempting 40+ attempts per game, their per game average is almost always inflated.

    On the other hand, the same defense gives up less than 70 yards of rushing per game, with the cpu averaging less than 15 carries total per game. I tested ANOTHER theory and had a d-line with no one above 70 ovr to see if the big gains against the weak d-line would entice them to run more. Nope. In one game i looked over, despite averaging 8.3 yards per carry over 9 carries, the cpu threw 43 times.

    It's kinda odd on PC that modders have already fixed this issue, yet console gamers are left in the wind. But as many of us believe, if it doesn't have an impact on MUT, EA doesn't care.

  • cischris6's avatar
    cischris6
    Rising Novice
    2 years ago

    Another person here with same issue. Really takes enjoyment out of game when there is no strategy to CPU play calling. They could be averaging 6 yards a carry and passing below 50% with a poor QB and be in a tight game and still throw 65-70+%

    i don’t have an issue with a team passing more if they are trailing in the second half or the run game is getting shut down totally and pass is successful but there seems to be very limited logic to play calling.

    Also to add on to something I mentioned earlier no matter how poorly the QB is playing they will never get benched. There’s still no logic in the code to bench a poorly performing QB for the CPU. 

  • I am in a slow simulation GM league and it is a major issue. We have four QBs that have broken 600+ passes in 13 games with 11 minute quarters. The playcalling is atrocious especially in the late game when the team that is up ahead will remain to be extremely aggressive and give up huge leads in the 4th because they refuse to run the ball. Last Madden, the Colts playbook was a very run heavy PB with minimal RPOs that would not put your slow QB in danger. Now, all the "run heavy" team playbooks have a lot of read options that would get your non-scrambling QBs killed because they refuse to slide and get blown up.

  • I also have had problems with this, in the few plays they run the ball they average 5+ yards each time, but they will still have a 70:30 pass run ratio

    This past season no team passed over 70% of the time, the highest was 66%, only 7 teams passed the ball over 60% of the time and the rest of the league was at 50-59% majority from 55-59%

  • This problem has proven to me that the following is likely true. 

    1. Not enough people play franchise mode for EA to care.

    2. EA developers do not play franchise mode.

    3. Or if they do, they do not have enough football knowledge.

    4. Adaptive AI playcalling does not exist. 

    5. This will be a problem in Madden 25. 

    At this point EA should at least acknowledge the problem exists. Now is the time to get this fixed so we don't have the same issue next year. 

  • SnickerLicker21's avatar
    SnickerLicker21
    Rising Adventurer
    2 years ago

    Does the AI have the logic built in to where it can analyze position matchups and call plays based on that context? E.g. the CPU sees that its two guards and center are higher rated than the two opposing DT's and that leads to more inside running calls. If it does have any logic built in to where it can look at rosters on either side of the ball and that influences play calling, then it seems bugged and is not having an effect.

    If it does not have that logic built in, it is severely needed in 2024.

    Does the CPU have logic that can analyze success rates and that can help influence play calling moving forward in the game? E.g. the CPU can see it has called Power 4 times and has averaged 3.8 yards before contact on those 4 carries and it has called Trap 3 times and only averaged 1.2 yards before contact. Seeing this, it will go with more Power until the opponent slows it down.

    Again, if that context exists, it is not working properly. If not, that is desperately needed for a modern sports game and is something that would take the CPU play not just to the next level, but beyond it.

    The defense also needs this kind of logic if it does not exist. And if it does, it needs to be expanded on even more so. It does seem like the CPU has basic adjustments that it can make like calling more spy plays vs QBs that have racked up some rushing yards. This is nice if it hasn't simply been coincidental.

    What can really take the play calling and chess match to the next level vs the CPU, and even in H2H games in Online Leagues, is having coaching profiles that have actual tendencies that are tracked and backed up by actual data from the played/simmed games and are not seemingly faked like it appears the current play calling tendency numbers are with the Weekly Strategy reports.

    Each coach in the game needs to have tendencies that dictate how often they prefer certain personnel groupings, play calls, etc. in all different scenarios as well as how aggressive they are in a variety of scenarios .These tendencies can change some over time, but will help dictate how they call games so that teams play more uniquely and potentially true to life. These tendencies would also simply just update based on tracked date of the User's play.

    These tendencies would be more accurate to how teams play and could allow the User and CPU to both Gameplan vs each other in better ways. An example being that my tendencies show I run on 1st down or the 1st play of drives the vast majority of the time. When we start the game, the CPU is in a clear run defense the first play against me. This leads to the game being much more like the chess match you see in real life.

    The feature could even be expanded on with your coordinators giving you tips during the game that could be as simple as saying, "They love to run right in these situations" when it is 2nd and 3 and the CPU head coach or coordinator has a tendency to run right 67% of the time in 2nd and short situations between the 20's,

    This is entering more of dream territory, but in an ideal world, Head Coaches would have a distinction that says whether or not they are the play caller. If so, their tendencies impact how the game is called on their side of the ball. If not, then the coordinator tendencies carry the most weight, but play calling can still be influenced by the HC's tendencies at times. An example of this is the CPU Dan Campbell hiring a coordinator that isn't as aggressive typically, but since he is the HC that calls the shots, the offense is more aggressive than they otherwise would be under that coordinator.

    I don't mean to ramble, I just think the play calling side of the game has been neglected a bit, and with current CPU play calling issues it only highlights the issue more. It also presents an opportunity for EA to look into the issue and have a chance to not only simply fix the play calling %s, but look into building an expanding on a new system that takes the entire experience to a new level for gamers to enjoy. Having a profile that shows your tendencies is not just something that would  benefit the vs CPU crowd. It could hugely beneficial for users that are in Online CFMs full of real users, it could be helpful in H2H games online, in MUT H2H games. You could have a little box on the play calling screen that says your opponent does X, Y, and Z __% of the time in these situations. It's 1st and 10 and your on defense and they call Bunch, it can say they run Verticals 62% of the time in this situation out of this look.

    All users in all modes could really benefit from attention being spent here on getting play calling and tendencies a lot of focus.

  • SnickerLicker21's avatar
    SnickerLicker21
    Rising Adventurer
    2 years ago

    The issue remains a major problem. EA, can you acknowledge that you are aware of the issue at least? We're past the end of the season and this issue remains in the game. That's unacceptable.

  • Finesse426's avatar
    Finesse426
    Seasoned Rookie
    2 years ago

    And IT IS 🤡 Lmao. You called it. Watched someone’s franchise gameplay for sliders and noticed the Chiefs ran the ball a total of just 5 times (2 being by Mahomes). EA development is a complete joke

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