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Marmatag's avatar
2 years ago

Madden 24 Passing Is NOT Fun

Let me preface this by saying that I play simulation style. So I'm looking to use the stock playbook and I don't construct unbeatable route concepts. I see people say things like "put your running back(s) on a streak," and that's just the antithesis of how I think sports sim should be played. My expectation is that I should be able to use the stock playbooks with minimal adjustments here and there (as would make sense) and still have a playable game. 

I think we all accept that inaccurate passing exists in the NFL. It makes sense for low-percentage plays to be low-percentage plays. It does NOT make sense for high percentage plays to be low percentage plays. Madden 24 punishes your accuracy far too frequently, and in the wrong ways. If a QB has a clean pocket, he should be able to deliver an accurate pass generally in some scenarios, and not generally in others. Madden treats these all as the same, and applies highly punitive accuracy penalties when there shouldn't be any. 

For example, if my WR runs a 5 yard out, and he is open, and I have a clean pocket, this should be an accurate throw the vast majority of the time. These throws are often inaccurate. Without using the joystick to attempt any kind of precision, I would expect an accurate throw, coming from a clean pocket. This is not the case. High percentage plays should be accurate. An example of such a play would be the I-Form Close Double Outs play. 

On the next step, it does feel like the further down the field you go, the less accurate passing becomes, which in general sounds fine, but it isn't entirely correct. For example, consider the play I-Form Close PA Deep Read. It's in quite a few playbooks. These WRs actually physically stop and if you throw at their break it is timed nicely, and a solid concept. There are plenty of defenses that defend this. I have no objection to that. I do object when my WR runs this route, and the timing is beautiful, yet the throw comes out 5 yards to the left or right. There is no earthly reason for this level of inaccuracy. This specific type of route is not a low percentage in regards to accuracy. However, because it is technically not a short route, it is met with the typical accuracy penalties that apply to deeper routes. 

I would encourage you to run these plays and observe how your QB behaves from a clean pocket. You will see in game that your throws will be inaccurate for no apparent reason. This is mirrored across a lot of plays regardless of formation. Where we should see accuracy penalties are on the low-percentage, deep passes, where a QB is throwing 20+ air yards to a target running outside or down the sideline. These throws are notoriously challenging in the NFL, and missing a little deep or a little left or right is acceptable here because of the high degree of precision required. There is no reason for these plays to receive the same penalties that the other plays I mentioned do, but here we are. 

Ultimately I would expect that a QB with a clean pocket should be able to deliver an accurate ball. That doesn't mean the ball can't be defended, or miss because the route timing was disrupted and the ball was thrown with anticipation as it should be. But this isn't the case and it's infuriating. 

The Defensive Backs in this game are incredibly obnoxious with their route jumping ability and their knockout ability. Their range for interceptions is monstrous, and they attack the ball relentlessly. The biggest issue I can see is that they don't really pay a cost for changing direction, or a penalty when reacting to a pass. I'm sure EA has plenty of data about this, but, when games have 5-6 INTs on each side of the ball, something is very very wrong. I see more interceptions - both from the CPU, and from my DBs - than I do sacks from my defensive line.

I accept that there will be plays where no one is open because every single WR loses on his route. My problem here is that WRs do win on their routes, but due to inaccuracy and frankly CPU DB supermen making insane catch-up speed plays and intercept the ball or knock it out. There is a difference between throwing a contested pass and throwing a pass to an open WR, only for the defense to suddenly have unrealistic response and intercept the pass. I defy anyone to try and throw a curl route of any kind. Against man coverage, they will jump it. Against zone coverage, they will jump it. And suddenly a route that has a realistic chance is a low percentage play.

I will accept that passing in m24 is a low percentage game, and that a sub-50% completion percentage is intended, but if that's the case, and the CPU defense is going to behave this way, I would expect that my defense also behave that way. Additionally, if DBs are going to make ridiculous super human plays to disrupt passing, the interception rate should be lower, as open doesn't mean open. Which is really the crux of this. Open doesn't mean open. A WR runs to a soft spot in the zone and stops, with timing this is a high percentage play. But the defense reaction speed is insane and these plays that should be easy are interceptions at a very high rate. 

I'm aware that you can go to YouTube and find a way to use the Jets playbook to exploit the fact that Verticals is a joke and can score way more often than it should, or putting "this guy on a streak, that guy on a comeback, and you're guaranteed the corner route." I'm aware that run blocking is very good, and that mixing passing and running is the best way to create passing opportunities. I'm aware of this. I play simulation and my pass/run is generally very good and balanced. 

I would strongly recommend EA publish recommended simulation sliders for 10, 12, and 15 minute quarters. Or, have the difficulty automatically adjust based on overall game length. The volume of interceptions is perfectly valid for 5 minute quarters with a runoff to 25 seconds. It's not valid for 10+ minute quarters, as an example.  I would also strongly recommend you classify routes - not plays - for accuracy penalties, coverage adjustments, etc. Take the time to categorize things appropriately. Low percentage plays should be low percentage, but high percentage plays must be exactly that, or it's wildly immersion breaking. 

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