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@EA_Blueberry I really appreciate your response man. But that kind of goes back to the problem we face. It’s a community full of players who spam nano blitzes and certain plays. I don’t want to contribute to that. I realize kids play the game too & you want to make it fun for everybody. Personally, I feel there should be a skill gap that shows for being able to use different plays effectively and a penalty for using the same play or couple plays the whole game (unless you are sitting in a shell coverage like cover 2 or 3 and know how to cover for example). This game is based on who exploits glitches more, as opposed to who uses knowledge better to be able to read what their opponent is doing before it happens. There’s guys who get rewarded for clicking off their defender, being scared to make an open field tackle and then the computer forces a fumble for them. Stuff like this should get penalized in future games because it takes away the skill component of the game. Thank you again for your response.
I know there are a handful of plays players tend to gravitate too and the team is always monitoring those to see if they are causing the scale to tip more towards being unbalanced. A lot of plays have counters to them and it's a matter of learning them and making adjustments on the fly. There is a skill gap though where some players won't be able to recognize the counter until it's too little too late, or unable to manually adjusting several positions before the opponent snaps the ball.
The team got rid of Nano blitzes, however there are certain plays that were causing blockers to get confused because of player positioning which the team recently addressed.
- Fixed an issue allowing defenders into the backfield unblocked with defensive formations such as Nickel 2-4-5 Odd.
The team added play cool-downs and limits to House Rules as a way to experiment with the feedback on how opponents choose the same play over and over. Have you played that mode and do you think the team needs to implement that in other modes exactly the way it is or should there be certain types of changes you want from limits/cool-downs that don't already exist? For example, do you think each play should only be limited to 2 times a game.
- 6 years ago
I think the House Rules gets a little TOO restrictive. But — maybe some # works (5 instead of 2?). With 2 plays — I normally end up running some pretty crappy stuff by the game only getting 2 of each play... 🙂
- 6 years ago
@EA_Blueberry I agree there are counters to certain plays. But for example, I mentioned earlier how a deep post can be the singular deep route on a play and the middle 3rd on defense can get beat every time. A cover 3 is supposed to take that route away, so in essence the counter is rendered ineffective. Contain blitzes are an issue because if you take one step too deep, to the right or left, it’s an instant Unblocked sack. But if you do a contain rush with 4 lineman and they do the QB rollout every play, they have all day to throw. Blitzing is super effective because on offense you take up most of the clock identifying the mike blitzer, sliding the protection, then you have to change the routes. Most of the time players just blitz to no end online now, because it minimizes the amount of defense they actually have to play. And they can do the same blitz over and over because you have to set up the blocking correctly every time or else it’s an instant sack. In real life nobody blitzes this often because it’s an easy way to get burned. Everything has its pockets for when it should and will be used effectively. Sometimes you aren’t fooled by a blitz or play because you’ve seen it, it’s just when people run it a lot it usually means the coding allows it to be overly effective play in and play out. QB’s release being slow also plays into it being more effective.
For the cool down, I don’t think you guys should limit the amount of times a play can be called. But if that’s literally all a person is going to run the whole game, the computer should be able to diagnose keys similar to real life, and know what play is going to occur. Football players can use the way a lineman steps to be able to tell if it’s a certain run or pass for example. This could be incorporated with how the CPU reacts to plays it’s already seen before over and over. That doesn’t mean new plays slow them down, it just means if a person only runs 3 different plays for example, after the first few or couple of times the computer has a quicker reaction because it recognizes I’ve seen this route combo or blocking combo before, etc. There are guys that literally go into a game throwing the same corner route every single play. You can highlight that receiver, play leverage to the outside where the route is going, have a cloud flat corner on the boundary, with an outside 3rd safety over top and they find a way to let the receiver open like they don’t know the corner route is coming again.
- EA_Blueberry6 years ago
Community Manager
Those are great points. I think if the defensive was to "learn" from their playcalls to shut them down, there would need to be some type of cue that the offensive team can pick up or else there would be concerns of the game being scripted. Maybe if the offensive player picked a play that's picked up as a complete shutdown for the defense, you could get a call into your QB's headset from the offensive coordinator "I think they know our play you'll need to audible!" or the opposing team's linebacker pointing at your QB "we're going to shut you down," this way the offensive team has an opportunity to switch it up.
- 6 years ago
I agree it’s hard to find that middle ground. The best source to be able to get information from would be the head coaches and players at the highest levels that could give you feedback on when and why certain plays work and incorporate that into the game more.
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