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NatureBoy2323's avatar
3 years ago

Madden NFL 24 - Closed Beta Feedback and Updates.

Hey Madden fans!

First up, thank you for your feedback during our Closed Beta. This year was our biggest and most successful beta for Madden NFL ever.

Today’s Gridiron Notes are straight from our developers discussing key topics from the feedback forum that are being worked on by the team. Our team continues working hard on the game as we approach worldwide launch on August 18. As always, Madden NFL is a live service with consistent updates and proactive roadmap. We look forward to sharing more details on our Title Updates via Gridiron Notes during the season.

Note: Superstar modes and certain Franchise mode features discussed here are not available on PlayStation®4 and Xbox One versions.

Top Issue:

Input latency - sometimes actions are missed or delayed

  • DEV NOTE: This issue was particularly noticeable by players who tend to make rapid pre-snap adjustments. Fixing this has been our top priority, even going as far as reopening the closed beta environment to get additional testing on the fix. Based on player feedback and internal testing, Input latency has been significantly improved. For PC players, this issue was often confused with general lag or hitching. That was a separate issue which we’ve also addressed.

Gameplay:

  • Pass Blocking Improvements  - Improved the Offensive Line’s ability to pick up Edge heat vs. pre-snap adjustments such as ‘Pinch’ DLine and user-defender stacking.
  • Man Coverage Win Chance Tuning - Increased Receiver cut-move win-chances to appropriately balance passing game vs. man.
  • Man Press Win Chance Tuning - Increased beat-press chance and Super Win animation chances to better reflect Receiver’s ability to beat the press.
  • Pass Rush Disengage Tuning - Addressed issues where Pass Rushers would disengage off of a block then re-engage instead of being allowed to pursue the QB escaping the pocket.
  • Match Coverage Fixes - Addressed issues where Deep Zone Defenders were letting a deep route go free to pick up shallow out breaking routes.
  • Catch Tackle Knockout Tuning - Decreased trailing defender knockout chances when trailing behind receivers. More receivers will hold on since the ball is not being directly affected when pulling in the catch. 
  • HB Screen Coverage Fix  - Changed the Man Coverage behavior on HB Screen plays so defenders are no longer psychic, they will not charge into the offensive backfield to cover the screen back and the Defensive Tackle does not sniff out the play so frequently.
  • Fixed QB Stuck in Idle animation  - Addressed an issue where the QB would get stuck when snapping the ball during certain animations.
  • Fixed Camera Changing (PC Only) - Addressed an issue where bringing up Coach Cam during pre-play would change the camera if a user first controlled the game with Keyboard and Mouse.
  • AI Team Field Goal Attempt Logic - The AI team was attempting too many long field goals so we reduced the frequency so it would only happen in more appropriate last resort situations.
  • AI Clock Management & Field Goal decisions - Offensive Teams will be more decisive with their timeout usage in both halves.

Franchise:

  • Trade Tuning
    • Increased the loss in value when trading older players, adjusted the value of players at certain positions, and increased the value of CPU teams assets.
    • Dev Note: Trades will be something that we will monitor throughout the year, so keep the feedback coming!
  • XP earned for Mini-Games within Weekly Strategy
    • Increased XP gained for completing mini-game drills for Focus Players during Weekly Strategy.
  • QB Injuries during Franchise games
    • Increased the frequency in which QB injuries occur.
    • Dev Note: There is an injury slider that can be changed to accommodate the amount of injuries you would prefer to see during gameplay in Franchise. 
  • Updated Relocation UI & Flow
    • Included new features to increase the accessibility of the UI and relocation options.
    • Dev Note: We’ve updated the relocation flow to include a preview of each team’s helmet, home uniform and logo to make the process of choosing your new team easier. In addition, we received feedback during the beta that it wasn’t clear enough that you could scroll from that screen, so we’ve also added a button hint to make it clear that there are multiple relocation options.

Superstar:

Based on community feedback we were able to identify and fix many of the top issues affecting Superstar Mode in the beta:

  • Added League setting to toggle Dynamic Gameday Momentum/Home Field Advantage on/off.
  • Fixed issue with certain mini-games not loading correctly from the Side Activities menu.
  • Removed Practice Drills from side activities and replaced them with mini-games only.
  • Tuning to increase starting ratings during avatar creation, per archetype.
  • Removed the slow down and lean mechanic from the 40-yard dash combine mini-game and replaced with a ‘Dig Deep’ mechanic to accelerate through the finish line
  • Tuned 40-yard dash mechanic to be more responsive. 
  • Fixed issue sometimes preventing player grading from appearing in league games.
  • Fixed issue sometimes preventing opening podcast video from appearing.
  • Updated pacing of X-Factor reward - in the beta, the X-Factor was awarded at Level 2 of the progression path, this has been moved back to later in the progression path and will be awarded based on league-game wins.

Madden Ultimate Team:

  • Bugs were identified and fixed surrounding issues with the New User Experience.
  • 4K scaling issues in the UI addressed.
  • General tuning of starting challenges.
  • Adjustments to the user's starter team.

Presentation:

  • Pregame
    • Added new stadium exterior cameras for opening shot.
    • Added text wipe to reinforce game type.
    • Updated animations and art in studio set environment.
    • Added scenes of cover athlete Josh Allen doing signature pregame handshakes with teammates.
  • Touchdowns
    • For touchdowns that take the lead in the final 2 minutes of the 4th quarter or in overtime, we:
      • Fixed the broken cameras after a defensive touchdown.
      • Fixed the incorrect behavior in head coach shot.
      • Fixed the replay cameras.
  • Player Wipe - This wipe now appears for sacks and touchdowns with a minimum “highlight score”.
  • Post Play Sideline Shots - More players appear with helmet off on sideline.
  • Madden Ultimate Team - Fixed broken gameplay camera in H2H Seasons and Squads.
  • Online H2H - Reduced number of stadium exterior shots shown between plays.
  • Superstar - Removed play art during preplay “step to line” broadcast camera.

Audio:

  • Crowd
    • Fixed occasional issue where when loading into the game, there would be no crowd or on field sound effects.
    • Addressed feedback that the crowd was never booing in the game.
    • Increased crowd intensity for positive home team plays.
    • Fixed an issue where no individual crowd member voices were heard during gameplay.
    • Variety of feedback addressed around reaction sizes and overall volume of the crowd.
  • Commentary
    • Addressed issues where incorrect stats for the ball carrier were called out at the end of the play.
    • Variety of issues addressed around open field and breakaway runs.
    • Significant tuning to commentary logic.
  • Stadium SFX
    • Addressed feedback that stadium music and Public Address Announcer were difficult to hear in domed stadiums.
  • On Field SFX
    • Fixed an issue when using Pistol Doubles Y, where QB Cadence would spam until snapping the ball.
    • Increased collisions and tackles overall in the mix to be more audible.
  • Superstar
    • Polish pass and final mix were added post beta date.  
    • Fixed an issue where on field player chatter was heard in the main menu after quitting Showdown.
  • Music
    • Added music back to the broadcast presentation.
    • Added stadium music.
    • Added EA Music to the main menu.
UI:
 
  • Playcall - Transparency adjusted to improve visibility of Play Art
  • Score HUD -Adjusted to improve visibility of Down & Distance

Madden NFL 24 launches worldwide on August 18, 2023. Pre-order the Madden NFL 24 Deluxe Edition and play early. Conditions and restrictions apply. See disclaimers for details. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and Answers HQ. Sign up for the Newsletter today to receive updates on Madden, and other EA news, products, and events, all season long.

Madden NFL 24 - Closed Beta Feedback and Updates (ea.com)

 

7 Replies

  • My issues with pass blocking are the following:

     1. Play action pass pro. 

         a. Blockers not engaged with an rushers do not "peel back", look for work to help out vs rushers who beat them man. Instead they currently "pitter pat" vs air while a rusher comes free. 

         b. Blocking adjustments not allowed on play action plays. There are VERY rare exceptions to this. Cannot Slide protect to either side, nor can we Double Team the elite rushers. Leading to consistent "instant wins" in the event that elite rusher is user controlled. 

         c. Slide/Rollout plays do not properly "move the pocket" as they do on all levels IRL. Respectfully, I've talked about this ad nauseam for the last few years. The purpose of Slide/Rollout plays is to MOVE THE POCKET, but you'll never accomplish this is the protection blocks "straight up" as opposed to outside zone blocking either with or against the QB roll. Also, how are these plays expected to deceive the "eyes" of second level defenders if the protection doesn't look anything like it's outside zone "alleged" compliment? 

        I could find/post countless videos if examples are needed to support this claim. 

    2. Check and release assignments. 

         Instesd of reading a specific man, check and release assignments should instead scan AREAS (Left/Right/Middle) before going out into their routes. Double Team blocks should be done as well in tandem with o lineman, especially on the edge. Lastly, if and ONLY if no rusher threatens that area, then go out into their route. 

         What we're seeing now, is check and release players running right by free rushers leaving the QB not enough time to even get the ball out to them. Not ideal. 

  • I'd also like to see...

    Knowing which team we're playing BEFORE choosing our offensive Gameplans. 

    I cannot understand why we are choosing to focus on (Inside run/outside run/short pass/middle pass/deep pass/blitz pickup)...not knowing which team and defense we're playing. 

    Seems like a simple fix. 

  • We need more Quarters Coverage options. 

    It's not the 2010's anymore where the Seattle Cover 3 ran the league. Split Field is the order of the day.

    Yet, all we get is quarters and Palms. 

    To make things worse, Palms isn't even in every defensive formation. 

    Somebody needs to attend a quarters clinic. Not even joking. It's much more intricate than what we have in this game. 

  • This may be something in already but can we get franchise specific records? Like all time leading rushing tds for the Rams or most receptions for the dolphins. 

  • I was so exited for this years madden for one feature alone i payed 100$ for the deluxe edition of madden 24 to get early access, the only reason i did this was because i head a new feature would be added to franchise mode. Apparently you would be able to edit the faces of players in a draft class. This was in the game i have no idea why it is removed…

  • Squad camera angle is locked on player view, tried changing my settings and when i load into the game with my friends we are locked on the player lock camera and are unable to change camera angle

  • urgirlsmellz's avatar
    urgirlsmellz
    Seasoned Newcomer
    3 years ago

    Basic Running animation needs to be adjusted for accurate representation. A runner does not awkwardly bend forward periodically in an unnatural way when sprinting and also does not turn his head completely to the right or left like a bird to see incoming defenders. Also, the switching of the ball to the outside hand needs an update. Just looks so awkward as well. Running is the most basic aspect of football. That of all things should be the most accurate looking thing in madden and for some reason it is overlooked year after year. There is absolutely no way you guys think this is an acceptable looking running animation. If anyone has ever watched football for more than 5 min can tell that it does not loo I'm not talking about any of the input animations like juke, spins etc I'm about basic running with the ball. When ball carrier is in full speed sprint away from everyone the animation changes to a decent looking all out sprint that at least looks semi realistic but every player has the exact same running animation when that is triggered. Signature running animation for superstars would go such a long way for an NFL immersion experience. Having only throwing animations for QBs is just not enough for this game. You guys did a signature running animation for Kamara and Cam Newton a few years ago and promised more to come. Not only did more not come but you removed their signature running animations. Tyreek Hill and Waddle have such unique running styles and to have them look exactly the same is so infuriating. There's so little that makes each game feel different from each other in regards to superstar players besides QBs. After a few games every player feels so similar. Only thing that makes them different is their body type and uniform. 

    This is feedback I provide every single year and I'm begging you to please take the time to correct. This is something that every type of player would enjoy whether its Franchise, play now , MUT or h2h. Please implement fifa's capture tech for running or NBA2K's new proplay tech where they capture accurate animations from live games because the motion capture you guys are using is just not accurate to football. 

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