Gameplay Feedback: Footplant Nitpicks and Suggestions
I attached a video that explains some of what I've written but raised some other things I wish footplants would have (or not have) - I summarize the video in the nitpicks section. I've noticed the footplant update this season is mostly just making the character stop their motion for a fraction of a second then continue moving after the foot leaves the ground. With medium-fast speed air footplants, this looks jarring. I would prefer that the leg would follow the ground coming up to the point of ground-contact then jump past the point of ground-contact -- without it affecting how footplants look if done at a slow speed. *It's very important it doesnt affect slow or stationary air footplants because that's the speed where some footplants are used (ramp apexes, onto coping) - if my character did a big kick motion backward while I'm just doing a stationary footplant that wouldn't look good. Aside the jump speed, the current air footplants look good stationary, Just not while moving at a moderate speed. and even then at a slow speed I would like if there was a more elaborate leap motion or tweak, or anything cool. Basically the jump animation when the foot is on the ground should be elongated and should kick out depending on the direction of travel. here's a drawing with exaggeration to make my point: The game currently has the leg below the knee move forward a bit before the footplant, which I think helps - but the jump animation is vertical regardless of speed and direction. If moving and facing forward, the leap of the leg should happen behind the character a bit. if this was how the animation system worked you probably wouldn't need to have the entire character stop their motion as hard to fix the feet sliding. I implied it already but It would be nice if the leg can move side to side (or in reverse) so you can do the footplant mid-spin without the leg kicking in the wrong direction. --------------------------------------------------------------- Footplant nitpicks summary: I attached a video that explains mostly what I've just written but raised some other things I wish footplants would have (or not have) - I summarize and elaborate on it more below. -- 1 - Footplant Height (air and ground) There's no height control of the footplant, it's this very fixed strange unnatural arc that jumps up sharply not matching the momentum of the footplant jump animation. A solution to this is reverting the change of making footplants higher - or adjusting the animation. Additionally it would be cool to have a feature that adds a short hop & high jump for footplants. Much like how a platformer game works or like Super Smash Bros. Where the input behavior is basically releasing the button before the jump force is initiated = a short hop. if you hold the button past that point it will do a normal jump. If you actually elongate the jump animation of the footplant you can probably add an additional option between where tapping it is a very precise input (window of a dozen frames), between that and moment of the jump is the medium option, and holding the button past the point of where the jump starts is the high jump option. Short Button Tap / Very-Early Button Release = Ground: short hop. Air: kick a wall or run with the ground one-foot briefly before putting your foot on the board Medium Button Press / Early Button Release = Ground: normal footplant height. Air: normal behavior, normal kick away from a wall Long button hold / Late or No Button Release = Ground: exaggerated animation and height. Air: holding the footplant pose for a while before leaping if done at slow speed. If already going fast speed normal behavior + extra jump height. The reason I specify "button release" is because footplants most of the time are held in one-foot position somewhat before ground contact, we already are holding the button it feels like, so it's the release timing during the start up of the footplant animation that actually determines the jump height --- 2 - Footplant (air and ground) Spin Flow: Ground/Air Footplants only allow you to spin after the foot leaves the ground, IRL you can tweak the board and even spin your body in the direction somewhat mid-leap. It looks better not because it's "realistic" but it's because the current way of spinning from a boneless is very canned - it's not a smooth transition. A solution is perhaps just adding a slight rotation if already holding LS with the footplant, or having a slight unique animation for it, where its largely the foot, head, and skateboard angle being adjusted to face the direction of the spin. --- 3 - Footplant (air and ground) Trick Flow: Ground/Air Footplants don't allow you to do fingerflips or tweaks until the foot is on, and even then it takes a while after the foot is on for the trick animation to kick in. A solution is IDK, but for grab tweaks maybe you can blend animations half way into a pose until you are "truly" in the air state then you finish the tweak. For finger flips it might require new animations, but it would be interesting if you can experiment with the leg animations being independent of the finger flip and seeing how that would look off of bonelesses. but this seems like multiple animations playing at once blending into each other which might be black magic. --- 4 - Footplant (air and ground) Jump Speed: My issue is specifically the part where the foot is on the ground - it's massively shortened in-game. An IRL vid I compared it to (which has comparable air time to the in-game version) show that the foot stays on the ground longer and the leg takes longer to extend off the ground. this one is more subjective but my best argument is that it makes the footplant seem anticlimactic or unceremonious - like it's this quick derpy thing that happens.. skate 2 and skate 3 did a better job at the jump animation length, and I think it really adds to the force of the jump without needing to make it literally bigger. Making the speed slower at that part of the animation plus having the leg follow the ground somewhat would make the footplant feel more lively than the stiff leg animation having pogo physics. --- 5 - Unrelated Nitpick - Making the Legs Extend More on Landings for All Tricks: My friend made the argument that not extending the legs down and just falling with your butt already at your board is somehow steezy but I think it looks very uncomfortable. Part of why you extend your legs on a landing is to create room to soften the landing. Skate 1-3 had this effect, and it made landings look heavy and full of inertia - because usually the skater compresses their legs immediately after. New skate has this but it's not as pronounced and sometimes it never does it. I'm unsure if this fits the style of the skater(s) mocapped for the game, but it might be worth investigating or experimenting having the legs stomp stuff, maybe only on certain drops or transition. I suggest it can be introduced as an animation update or a feature if styles come back. --------------------------------------- weird small behavior I noticed after writing all this: Last season it was probably reported as a glitch but I finally noticed this season you can't gain speed from a fastplant/boneless from 0 speed anymore. ALTHOUGH when you have a tiny amount of speed and do a boneless you can hold forward to gain speed - it just doesn't work when completely stationary - which is odd. your foot is literally touching the ground you should be able to go wherever IMO, and IRL you always move slightly to the frontside when doing a boneless stationary. Anyway I never grab or boneless at 0 speed, it is a niche situation. But the option to go in a direction should work for stationary ground footplants, it seems odd it doesn't do anything when you hold LS on a completely stationary fastplant or boneless.Allegiant Stadium
The Raiders stadium has now been broken for 6 years. One you can see the Allegiant Stadium signage outside the stadium just under the AL DAVIS torch during the games, now after half time the torch is off completely. It's been like this for the past two years. How can you miss this so much but fix other stadiums in the game and completely ignore the Raiders Stadium issues. Please fix it!!!!! We pay good money for a game and its still broken.......3Views0likes0CommentsTeam builder Custom Conference
Feature Request: Let TeamBuilder Teams Create/Customize Their Own Conferences EA, I think TeamBuilder has huge potential, but one thing that would make Dynasty mode MUCH better is allowing TeamBuilder schools to have their own conference customization instead of requiring us to replace an existing FBS school just to get into a conference. Right now, when we create a TeamBuilder school, we essentially have to take another school’s spot. That means if I want to add a completely fictional school, I have to remove a real school from the game and inherit that school’s conference placement. What if TeamBuilder allowed us to create our own conference structure? For example: Create a TeamBuilder school. Select what conference it belongs to. If we want, create a custom conference specifically for our TeamBuilder schools. Choose the conference name, logo, colors, championship location, number of teams, conference schedule, etc. Keep all of the original FBS schools in the game instead of replacing them. Allow multiple TeamBuilder schools to join the same custom conference. Allow TeamBuilder schools to move between conferences during Dynasty mode just like real schools do. Let the game recognize TeamBuilder schools as additional schools rather than direct replacements. For example, if I create Albany University, I shouldn’t have to replace another FBS school just to put Albany in the American Conference. I should be able to add Albany as a custom school and assign them to the American—or create a completely new conference for Albany and other TeamBuilder schools. This would make TeamBuilder feel much more like expansion rather than replacement. I understand there are probably technical limitations with the number of teams, scheduling, conference championships, bowl eligibility, CFP structure, etc. But even a limited version of this feature would be a huge improvement. Ideal TeamBuilder/Dynasty system: TeamBuilder School → Choose/Add Conference → Customize Conference → Add TeamBuilder Schools → Keep Real FBS Schools Intact → Play Dynasty This would give players the ability to create completely fictional college football universes while still preserving the real FBS landscape. Please consider adding Custom Conferences for TeamBuilder in a future update. I think this could take TeamBuilder and Dynasty Mode to another level. 🏈🔥 #CFB27 #TeamBuilder #DynastyMode #EACollegeFootball #FeatureRequest14Views1like2CommentsIncorrect Tiebreaker Calculations
I am in an online franchise, and we just got to the playoffs, and the teams were seeded incorrectly. In the first case, there were 4 9-8 teams: Packers: 4-2 in division, 6-6 in conference Vikings: 3-3 in division, 7-5 in conference Eagles: 9-3 in conference Seahawks: 7-5 in conference These teams were vying for 1 spot. The correct procedure would be first to have the Packers over the Vikings (they split the season series) on division record, then do a 3 team tiebreaker between the Packers, Eagles, and Seahawks. This would lead to conference record being the decider because there was no h2h sweep between the teams (Green Bay played neither). However, for some reason the Packers made it above the other 2 when the Eagles should have got in. It also did incorrect seeding of the 5 and 6 seeds between the Commanders and Buccaneers because both were 10-7 with no h2h matchup, so conference record would be the decider and the Bucs were 8-4 vs 7-5 for the Commanders. It is crucially important that EA gets tiebreakers correct for a league like this. We calculate them ahead of time to make decisions about how to play the final weeks, and it is very frustrating to have that ruined by incorrect tiebreaker logic. It is not difficult to have a script that can do tiebreakers, so please address this for franchise.19Views1like0CommentsIF A PLAYER IS ENTERING THE DRAFT, THEN SAY THAT IN "REASON FOR LEAVING"
bro, i dont understand how hard it is for yall to simply put "declaring for draft" in the "reasons for leaving".... instead it says stupid stuff like "championship contended" when i literally JUST won the Natty.... & these recruits changing their Dealbreakers out of NO WHERE is more than annoying... AT LEAST, give us a notification or something so we're aware. or some type of indication marker. its super annoying house a redshirted freshman who's dealbreaker was conference prestige suddenly wants to leave because of proximity to home.... like bro, what? yall just have these random thing occur that make no sense.9Views0likes0CommentsDynasty Wishlist
Hey all, Just wanted to start a Dynasty mode Wishlist for next years title, leaning toward a preference to keep the mode “as-sandbox-as-possible”: Create a conference - (whilst I love the options to edit existing conferences), would be great to introduce opportunities to add additional conferences to further immerse the dynasty experience. I’d love to bring back the Big East, the WAC, the SWC (you could easily allow fans to re-create and upload logos etc also). Bring back the 60 year career. Lots of people have their reasons why they want this back (and I agree with all of their reasoning), but for me, I often hop between multiple programs during a dynasty, so the longer career works for my sandbox way of playing. Create-a-recruit. Really miss this one, was in all the 2008-2014 titles, should be a cut/paste job for the devs right? More stats. (Don’t get me wrong, love all the school/conference stat tracking the game has + the history screen showing past award winners etc…) But would love to see more school record categories including tackles, yards from scrimmage, kick return etc… would love to bring back the old school summary page which broke down each national championship + overall win/loss). Toughest places to play. (They almost had this nailed in the Mark Ingram/Tim Tebow cover versions of the game), but would like to see more AI intelligence built around home field advantage. Bringing back the ranking system (showing home winnings streaks) would be great. That’s enough for now, love this titledue in large to the prioritisation / all the effort put into the offline part of the game, but hoping these suggestions could be adopted to further ‘improve the sandbox experience’, effectively enhancing the thing that makes fans of this title love it so much. tonkz22Views0likes0CommentsA Moment of Silence for Breakouts
Building a Madden team, whether it’s rebuilding the Saints or another challenge, is probably the most fun I have playing video games. The initial gutting of the roster, the struggle through the early seasons, the incremental growth by way of surprise development or speed upgrades (because speed will always be a direct indicator of player value in Madden), getting to watch your team suddenly handle a squad that would have put up 40 on you just a season or two ago, all the way up to the ultimate glory of a pixelated Lombardi trophy, that is why have bought this half baked product every year, at launch, without blinking. What I can’t understand for the life of me, is why EA is stuck in a loop of one step forward, two back. There is nothing like getting a breakout when you have a team full of bronze & silvers. Between first getting the message, and then the conversion message after? The closest thing to euphoria Madden could ever produce. Tell me why I get a breakout message now for my running back, and when I convert it, I see nothing at all after the game. I wouldn’t know he earned it unless I went and seeked out his player card myself. Some people reading this might think I’m out of my mind for being upset that Madden didn’t give me a nice pat on the back like it used to, and maybe they’re right! It’s just so disheartening to see the route MUT has taken with the grandiose card animations and franchise loses something as simple as a breakout conversion message. The sense of accomplishment and that upgrade feeling earned actually means something, in the exact same way someone would lose their box when they get that limited edition card animation. Those are little details that matter. I could keep going on how much they’ve fumbled the player development aspect of the game, between making breakouts much harder to convert now or having genuinely cool ideas (perfect chemistry from M20 comes to mind - nice idea that needed tuning but instead just got deleted) but that’s a discussion for another day. If you made it this far, thanks for reading.18Views1like0Comments