Forum Discussion
Bump
anyone else have any additions or other ideas?
I'd like to see a learning curve introduced according to scheme fit, familiarity, and difficulty of playbook. For instance, a linebacker who played Sam in college shouldn't be able to come in and play Mike in the pros without skipping a beat. Same with an ILB in a 3-4 scheme switching to MLB in a 4-3. Or a qb in a spread scheme in college like so many college systems being able to come in as a rookie and have immaculate footwork under center. Moving onto free agency, a player shouldn't be able to come in mid season and have a full understanding of a playbook with 200 plays in it, unless of course, they have played in that system before, be it with the same coordinator or within the same coaching tree. Coaches should have an offensive or defensive specialty with their coordinators (which also need to exist) there to either boost their specialty, call plays ( which needs a major overhaul. If every time you come out in a certain formation, you run the same play and the defense never figures it out, are the even looking at film? Are they paying any attention to the game at all?), or to completely run the other side of the ball. With a coaching change, the play book should be restricted until the players become familiar over time, keeping a drastic change from being at all successful. Like switching from a 1 gapping 4-3 under cover 3 press scheme to a blitz heavy 3-4 man scheme. Or on offense, going from a power blocking or gap blocking scheme to a zone blocking scheme. There should be some variety of penalty for asking players unfamiliar with the scheme to do too much. For instance, blown coverages or poor run fits on defense. Or on offense, wrong routes for receivers on occasion, mislabeled route combos for qbs, and missed blocking assignments or incorrectly ran run plays for linemen and running backs. I think this would make the game more true to real life and be more thought provoking when choosing free agents or picking who is truly the best player available in the draft. In the real world, there are still superstars who are far and away better than the rest, but the talent gap isn't nearly as broad as what madden makes it out to be. Any player can be serviceable when they are put into a position to succeed and the coach plays to his strengths and he is smart enough to pick up the playbook and disciplined enough to do his job. So in conclusion, I think there should be a major emphasis put on coaching. A coach is so much more than a playbook, but that is about all the coach is in madden. There is no personality in playcalling, whether the are. A move the sticks type, round it up the middle type, or go for it all and ask questions later type. The playbook and the xp scheme should be tied to each other and not so simplistic, who changes schemes but not the playbook? And what does it even do besides give more xp and make teams move on from players in favor of "scheme fits" that really aren't anyways. There needs to be a reboot of positional descriptions such as EDGE, IDL, NT, off ball Lb, single high safety, box safety, etc. Etc. All the teams are without personality and they're like the same team. Coaches have none. Players at least have traits to give them a little personality, but I think there needs to be more. So, to recap, game needs a major coaching reboot. Give any player the chance to succeed and *gasp* fail. Give entire teams the chance to fail through poor decisions. And sometimes need a complete overhaul. Give some personality to the game through coaching, playcalling, and quarterback play too I suppose. Make it so you can put a player in position to succeed but that can't exist unless there is a situation in which that player can be put into a position to fail. Change up the positional descriptions to match the times. ROLB and LOLB? Doesn't exist. It's SAM and WILL now. They're all just LBs coming out of college though. They get those terms only once they are withing the scheme. Don't get me started on the intricacies of coverage. Rules of pattern matching and whatnot. I could go on all day but I'm gonna stop right here
- 4 years ago
I'd like to add one thing, also along the lines of coaching. The state of gameplanning is almost comical. The coordinator approaches you and asks what you're planning to do about a certain player, and you're left with disregard them, slow them down, or stop them. Sure, those would be the outcomes of gameplans, but what about a real gameplan? Are you going to leave 2 safeties deep to take away the deep ball? Are you going to pass rush every play and leave yourself weak against the run to try to shut down the pass? Are you going to run contain or a spy to minimize a mobile qb? Are you going to focus on stopping the run and dare them to beat you with their arm? I think players (and the CPU) should have to guess between run and pass every play anyways, just like in a real game, because your defensive line really can't defend against both at once. On offense, to minimize a defensive lineman, are you going to focus on the quick pass to keep his pass rush at bay? Or will you put the double team on him pregame knowing he will be a problem instead of needing to do it every play? Or maybe run to the other side of the line from him the whole game? There are many other variables gameplanning could involve, and there could still be the current 3 options, but the real question is how do you intend to do it? Once again, Coach personalities and with the nfl being a copycat league, other teams should pick up on a game plan a team found to be successful against you and find a way to mimic it using their personnel. It would cause just about every game to be different and unique. And once again, it all comes down to coaching.
- EA_Blueberry4 years ago
Community Manager
@JjAaEeRrOo wrote:
I'd like to add one thing, also along the lines of coaching. The state of gameplanning is almost comical. The coordinator approaches you and asks what you're planning to do about a certain player, and you're left with disregard them, slow them down, or stop them. Sure, those would be the outcomes of gameplans, but what about a real gameplan? Are you going to leave 2 safeties deep to take away the deep ball? Are you going to pass rush every play and leave yourself weak against the run to try to shut down the pass? Are you going to run contain or a spy to minimize a mobile qb? Are you going to focus on stopping the run and dare them to beat you with their arm? I think players (and the CPU) should have to guess between run and pass every play anyways, just like in a real game, because your defensive line really can't defend against both at once. On offense, to minimize a defensive lineman, are you going to focus on the quick pass to keep his pass rush at bay? Or will you put the double team on him pregame knowing he will be a problem instead of needing to do it every play? Or maybe run to the other side of the line from him the whole game? There are many other variables gameplanning could involve, and there could still be the current 3 options, but the real question is how do you intend to do it? Once again, Coach personalities and with the nfl being a copycat league, other teams should pick up on a game plan a team found to be successful against you and find a way to mimic it using their personnel. It would cause just about every game to be different and unique. And once again, it all comes down to coaching.
@JjAaEeRrOo
You will be able to build up your own coaching staff with talent trees. When it comes to player tendencies, you'll be able to "guess" what you think will counter your opponent's gameplan in Madden NFL 22.
Full read here.All of this data about your opponent will be surfaced to you in different ways depending on the mode you are playing, and you’ll be able to make strategic gameplan decisions about how you want to counter their strengths or lean more heavily into your own. You’ll be able to make gameplan decisions either in pregame of Play Now games, during your weekly practice schedule in Franchise, and for the first time in Madden NFL, at halftime of every game.
Halftime adjustments will be wrapped in the previously mentioned presentation packages, allowing you to adjust your strategy at the halfway-point just like your real-world NFL Coach counterparts. You’ll see how your opponent’s tendencies have evolved over the course of the first half so you can decide if you want to change course or stay with what got you there. You will now control your own destiny no matter how you like to play.
- 4 years ago
THISSS^^. The old ncaa games did a better job of making you feel involved and making it unique than madden has done in at least 5 years.
- 4 years ago@JjAaEeRrOo Some of these concepts were in the old Head Coach
- 4 years ago
Cool. I never played it. If that's the case, they should use that as a template towards an in depth franchise mode.
- 4 years ago
Outstanding IDEA what do you guys think?? @EA_Blueberry @EA_Barry
- 4 years ago
Where create a team changes discussed for madden 22
- EA_Blueberry4 years ago
Community Manager
Thank you all for the feedback! We're going to close down this discussion. If you want to drive more conversations around ideas for Madden NFL 22 and beyond, please submit your feedback in our Madden NFL 22 forums.
https://answers.ea.com/t5/General-Discussion/bd-p/madden-nfl-22-general-discussion-en - EA_Blueberry4 years ago
Community Manager
@Chris2000001
I've seen questions surrounding an option of Create-A-Team in Madden NFL 22. I cannot confirm whether that mode is available in the game, looking to track down more info on that for the community.