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executedpegasus's avatar
4 months ago

Overall suggestions/improvements with primary focus on Superstar

I have not been actively involved with Madden for many years outside Madden 24 & 25, and while I will say I personally feel Madden 25 was a general improvement, there is still much work to do. The following might be only my experiences and thoughts, but maybe this has been similar throughout the community. I tried to be consistent with my thoughts as the ordering of points below are of my personal/unique thoughts and what I focus on from general start to finish while playing the career mode specifically, but also taking into account other modes or general experiences.

1. NCAA import - Thank goodness we have NCAA back and importing Road to Glory players, however, it is not enough reason to do so with the player build system in place.  I personally do not like the created points tier system where I have to spend 15-20 points max depending on importing NCAA players, to identify what skills will be capped at 99.  I could have spent around $100 for one or both of these games.  I think it is warranted that I should be able to completely max out a created player for superstar mode.  I will say however, certain bonuses should exist like starting in a better draft position or having your base skills be increased not only by performing well in the draft combine, but also because I was a 5 star recruit in college who won the Natty 3 years straight, and also won the Heisman each year.  I would say that warrants maybe a starting overall around 80.  Now, I don't know what that might legitimately look like in the career mode other than layering in some logic for this, but I think it's worth consideration as I spent all that time in NCAA to build my player out only to pull them into Madden and somehow be drafted possibly early 1st round as a 66 overall.  That makes no sense at all.  If this isn't changed, maybe it's allowing for the full allotment of skill points to be given as you progress.  For example, rather than going up to level 50, maybe it's level 100 (or maybe no levels at all and purely based on gameplay output that you gain XP to spend like older year Maddens) so in this way you can be a QB where you have all max throwing stats, juke, spin, stiff arm, etc.  I mean let's be real, this is a video game.  I don't want to be held down in an archetype if I play well enough to gain more skill points and become more versatile and dual-threat.  It's the same issue with my general skills not coming over into Madden from NCAA.  Speed is the biggest example.  I have 99 speed in NCAA but all of a sudden in Madden, I would be a minimum 88 speed assuming I do not perform well at the combine.  Certain base/physical skills should immediately transfer as is and should not be removed.  This again is why I feel NCAA import should be emphasized for those players who spend the time in another EA based game, to receive those bonuses.  If it's simply an archetype being created, I can understand and support the generic limitation-while still being able to max out any/every stat for applicable positions.

2. Positions - I cannot understand how in previous Maddens-even dating back to the GameCube that I remember on Madden 06-we could make just about any position.  Now, we are forced into 5 positions.  Ideally, and maybe it's wishful thinking, I would want to play any position...and I mean any position.  Why can't I make an OL?  Why can't I make a TE?  Better yet compared to other years, why can't I even make a DE or Safety in Madden 25?  I find it ridiculous for this type of creativity to be lost, and I don't like being forced into 5 positions overall.  I don't know what the exact reasoning is for this (maybe it's due to online 'showdown' mode which is a point lower down), but if adding all these position options would impact gameplay or cause more game space required (however that might work), I would still be in full support of it.  I used to be able to make a Kicker.  That would be way more enjoyable on these new gen games with all the superstar abilities/x factor, and whatnot.  This NEEDS to be revamped in next year Madden for at least the more main positions (everything except OL and possibly K/P).

3. Showdown mode/online EA connection - Look, I fully understand the logic behind adding this in for other players to go head to head and what not...however...we need to find a balance here.  I do not like the fact that because of this, I am now tied to an active EA server when I am playing in my own story for 'The League'.  This is just me, but I personally do not care to play online sports games online in general.  I have always loved superstar mode because it was unique and fun to play....and I do not need online capability for it.  I really, really hope there is a way in next year's Madden to allow someone to identify if they want these modes to be tied or not, or maybe they are only tied together when going into the specific menu.  We have this option for Franchise mode, why do we not have it for Superstar?  For example, when creating a franchise, you can indicate if you want online or offline.  This is nice because when there is an issue with the EA server, I will not lose connection mid game and lose all progress, or better yet, not even be able to play my character at all.  If this could be modified to at least only play showdown mode when you go into that specific menu, I feel like it will make a difference.  We should not have to be tied at the hip with Showdown and the online EA servers simply because we have a superstar player.

4. Gameplay (logic & mechanics) - I will start off again by saying I feel Madden 25 was an improvement for this area, however there are a couple of points I have thoughts on for the game overall along with superstar mode specifically.

    A)  The physical movements of players seems a bit sticky overall, but more on the defensive side.  Whether I'm playing on my superstar mode or even in my own offline franchise/exhibition game, my players sometimes feel like they do not move as they should.  As an example, I have a superstar DB who has 97 speed, acceleration, and change of direction.  I know I will get beaten on some plays and I have no problem with that when I make a mistake...however...when I have an interception and I'm getting chased down by any player who is not even close to a 95 speed, that's a massively flawed logic in the game.  This same logic applies to normal exhibition games or franchise mode.  The issue is not as present due to slider modifications only for speed threshold, but it seems as though players who should at minimum have this type of quickness/cutting, do not have it.  At the same time, route running for WR as a user is nowhere near as accurate/effective as it is for CPUs.  CPU WRs speed out on a drag route or quick cut and again even with 97 speed as a DB, I cannot get out of defensive stance to even start running, better yet catch up to them in a realistic timing to make a play or general tackle after the catch/run.  This needs to be reviewed or at least allow for sliders to be modified in the superstar mode.  As a user WR, again, cut moves do not work more than half the time, and are too slow.  Another issue I've encountered-only while playing defense in any mode-is when using a player on occasion, my player is basically forced to the nearest sideline or the line of scrimmage as if the game is trying to help me shadow the offensive player.  While that is nice in theory, it has caused so many missed plays and confusion where I am not able to make a play based on being completely out of position.  Even to this point, if we have a button for CPU assist, why would this even be happening?  This might just be a game mechanic that needs to be reviewed.

    B)  Sliders & settings - Tagging onto my previous comments, I cannot even modify sliders in superstar mode to lower the speed threshold to make faster players more apparent and distinguished to slower players.  Another issue is penalties.  I cannot stand how most of the time in superstar mode-but also other modes-where I am flagged for illegal contact when it either cannot be helped based on the CPU running into me, or I move to position myself and a small bump constitutes a penalty.  Even when I try turning this penalty off in the main game menu, and also the menu for superstar mode, it apparently has no effect.  Another problem is the penalty for blocks in the back.  I am only seeing this penalty when playing on the same team with a friend/brother in 'couch co-op', but why is this even allowed in the game?  I can understand partially why it is, but as a user controlled player, this penalty is only occurring due to not seeing my player off screen, or the computer themselves disengages from a block to put their back to me, and the game forces me to push them over resulting in a penalty.  Can we just remove this as a possible penalty from the game?  If not, I think logic needs to be heavily applied somewhere to make it a more realistic call for this to happen as it is completely ridiculous.  Another problem is controller settings, specifically, running the read option.  Mechanics for Madden 24 worked where you held the A/X button to GIVE the ball to the halfback.  In Madden 25, you hold the A/X button to KEEP the ball as the quarterback.  I don't know why this change was implemented as it causes me so much confusion and trouble resulting in bad reads, but what is more frustrating, is that I can't even revert this change back.  Why are we making control changes where you cannot revert them to a different setting when the choice itself should exist.  I don't know of any others with this issue but maybe there are some and I am not aware of them.

   D)  General CPU - They need to be smarter and stronger on both sides of the ball, and for both the user and CPU.  I don't think I need to say much else around this, but the CPU is nearly brain dead in practically every mode.  Missed INTs purely from not even attempting/reacting, terrible reads as a QB when you are playing a WR superstar mode, playing wrong defensive zones or applying what seems to be random logic of switching off/holding coverage, or even transitioning from zone to man.  There just seems to be no rhyme or reason for any action.  They all play individually with no cohesiveness or logic.   For example, I have purposely under-thrown corner routes to see how the CPU reacts and just about every time, they only play the WR even though they can easily reach up and catch the ball.  On the flip side, the CPU players on my team are not skilled and do not attempt any skill moves, or even play a route correctly.  They could easily run up the middle or take a different angle for a play on the ball or for a first down, but they seem to not have any logic on that level.

   C)  Motivations/'Bonuses' and Free Agency - I think it would be cool to identify motivations for your superstar player, similar to how players act in franchise mode.  For example, I want to prioritize winning championships, being a scheme fit, and playing for a team in a warm weather state.  It would add another layer to team fits and it would also be pretty cool to obtain bonuses/reductions when you aren't in a scheme fit on certain skills.  For example just to make something up, if I am a WR and on a team where we are super bowl contenders, in a warm weather state, but I am not a scheme fit, maybe I have impacts to route running or juke moves because I am not in a scheme that fits my exact playstyle.  Now I'm not talking about having a detrimental effect, but something to the point of without having any additional 'morale' boost from recent play and how well I am doing, it could slightly impact play style.  For a real life example just to serve the point-and this might be mean-but take Davante Adams for example.  He went to the Raiders and it doesn't seem like he was a scheme fit based on coaches and players around him.  In that case, maybe his route running and certain skills have a slight reduction because he isn't in a place that offers him either team support or gameplanning to highlight his skills.  It is the same thought of having a smaller WR who is built more of a possession type, but you send him on a fly route into double coverage.  Could he make the catch?  Sure, possibly.  But if it was a bigger build WR like DK Metcalf or Randy Moss, there is a better chance.  On a similar note, free agency seems out of balance.  I wish you could see the current players on the roster, how long they will be there, what fits they are, etc.  The pay is there and honestly you could already see the players there, but the problem is, once you go into the FA action, you can't go back.  So you would have to do all of this beforehand.  I would say either you get the option to go in and out of the screen, or allow this additional layering into the menu.

    D)  Play calling - I miss the old days when plays were fed into the game and you had no choice but to run them.  It offered a more unique/challenging experience as if you were a player, you cannot call the plays yourself.  Granted, you could audible if you are QB or MLB.  But maybe once you hit a certain level with your player, maybe you could call audibles or even call plays yourself.  This all ties back to what I think are the bonuses of scheme fits, playing for better teams/coaches, and usefulness.

    E) Camera angles - Superstar mode has terrible, terrible camera angles.  I am not sure what exactly to say here as a suggestive change, but I do not like how the general appearance is for the zoom and layout of the screen.  It just seems off.

    F)  This is a general comment/complaint section, but please, please EA, do not create another passing/tackling mechanic unless it is to replace this current one with an even better and useful one.  We have had several passing mechanic options in the last couple years and I feel like we are missing truly needed updates on points I mentioned above, compared to things like this.  These changes are no different than when Madden added the green stickers to helmets for indicating those are players communicating with coaches on the sidelines.  Is it cool and unique, sure.  Is it a change that we truly need in this game as an actual improvement?  No.  We do not need to focus or spend time on cosmetics/unnecessary changes when we have systems in place that we need to perfect first.

5. Storyline - The storyline has issues of consistency and depth, but the length of it is perfect.  Please, do not expand it any further like NBA 2K does as it becomes too involved and I simply just want to play games with limited storytelling.  As for the consistency and depth, I would like for some detailed storylines when for example you obtain certain accolades such as DPOY/OPOY, MVP, etc but that is not currently present.  I wouldn't complain if there was a little ceremony or something that is unique even if you win it back to back years.  I know you can only have so much customization and uniqueness, but I think striking that balance is for me the biggest thing.  I am however in full support of moving completely away from the storyline if it will further enhance the general gameplay for other things or points I mentioned above.  The biggest complaint I have here is that with the amount of storyline currently in the game, there are not enough varying situations.  The conversations/answers/talking points are all recycled and it becomes more annoying as time goes on than anything else.  What is also annoying, is how you are required to watch/answer/participate in them-even with Madden cast-prior to doing anything else for your practices/games.  I should be able to skip them if I choose and at that point, why even keep them in if it is not unique enough where it makes me excited or want to watch it?  It either needs to be more unique, or nearly removed to the point where after a year or two in the league if the experiences are all the same, it is no longer taking place.

6. Online connected career - I would absolutely love love love, for the ability to play online connected career as a superstar again.  We had this in older Maddens and I can't remember which ones, but it was so much fun having a player and going up against friends/family in your respective careers.  It adds competition to it, but a whole other level of fun.  On top of this, it would be insane if we had the ability to not only play in a league together, but also, be on the same team.  There is no greater feeling for me as I think back to old times where you threw that amazing touchdown pass to a friend or family member and gave a high five to, or they had an interception return for a touchdown that you were able to provide two massive lead blocks for, all while sitting on the couch next to each other.  I want that feeling back, but in an online connected career.  This option I feel, would be such a turning point for Madden.  Obviously it would take some time and need to figure this out but again this is where for me personally, I would be ok forfeiting overall storylines or other in game features for something like this.  As a community, it's all about playing together.  Especially in a sport where teamwork is essential.  Why not allow this in the career mode?  I don't know how this feature or ability would all work, but I definitely think it's worth exploring as I have mentioned this in passing to other friends and they all thought it was an awesome idea to both play the same game and mode together, whether on the same team or not.

All this to say, I hope both other players in the community find this thread to like it, upvote, add to it, etc, but also for EA to hear the voices of players in this community and work to implement changes we desperately need for a better gaming experience.  It is 2024 going on 2025, and we have better technology, gaming systems, and things at our disposal to create amazing games.  I want the old days of Madden back where I always looked forward to playing the game with little to no real issues, but rather, a consistent gaming experience that led to nothing but fun and excitement.

1 Reply

  • EA_Shepard's avatar
    EA_Shepard
    Icon for Community Manager rankCommunity Manager
    4 months ago

    @executedpegasus Thank you for the feedback! Shared it with the team. We appreciate when players take the ti me to write out how the feel about the game, the mechanics, and any improvements they feel could make the game more enjoyable for the community!

    Thanks again!

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