Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now - Operation Sports Forums

Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

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  • PhillyPhanatic14
    MVP
    • Jun 2015
    • 4823

    #1

    Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

    Just downloaded on apple podcasts - https://podcasts.apple.com/us/podcas...=1000531132036
  • YabaDaba
    Rookie
    • Aug 2020
    • 134

    #2
    Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

    Franchise (this isn't everything they touched on):

    Changed the cost of many of the Staff skills.

    Updated FA logic, including issues resulting from the current reduced salary cap (such as +90 rated free agents not getting signed to long term deals)

    Updated SuperSim engine to result in better stats (including QB rush stats), they say this is the first time they have touched the SS engine in years.

    More modifiers when generating draft prospects.

    Updated news content

    More authentic hire/firing, more mobility among coordinators (they are still working on that)

    Franchise customization (relocation, team branding, that stuff) is being discussed for "beyond 22".

    I may have missed one or two things but that's the bulk of it for franchise.

    Comment

    • PhillyPhanatic14
      MVP
      • Jun 2015
      • 4823

      #3
      Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

      A lot of good stuff on gameplay too.

      Biggest takeaway is that movement isn't changing due to all the little whiners on the beta feedback site that want it to feel like xbox 360 when there was no footplanting. Clint & the team are committed to a more realistic game and NG movement isn't going anywhere.

      There's also a really good and valuable discussion about animations. They talked about the balance between visual quality & feeling in control and the challenges that come with that. In short, the vision this year is for us to feel in control when playing. That is going to create some awkward visuals from time to time, but they're valuing the user input more than the visuals. Seems like a good call. I remember Top Spin 3 caring about visuals over everything and it felt like user input was ignored. I think this is a good direction, but it's a discussion everyone should listen to.

      Another big item was that RT/R2 is an acceleration button, not a sprint button. It should be used when going in a straight line and in certain situations, instead of being spammed constantly.
      Last edited by PhillyPhanatic14; 08-05-2021, 06:15 PM.

      Comment

      • jfsolo
        Live Action, please?
        • May 2003
        • 12965

        #4
        Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

        The Playtest was not a "Beta" i.e. it wasn't as close to being done as it has been in the past, it being a couple of weeks earlier in the cycle allowed them to implement more changes than they have before.

        Next Player Movement will not be changed back, they believe in it foundationally, they will do some tuning of course, but will not make massive changes from what it is now.

        Right Trigger is not speed boost, it is a acceleration boost, if you try to turn while holding it, you're going to get a "car turn", you have to let go to make quick efficient cuts.

        In gen 3 and 4(this new gen is 5) they addressed so many issues by speeding things up, making it more twitchy, and that created unreasonable expectations in the player base especially on defense, i.e. taking away 3 routes with a MLB. Folks call the new movement, "slowed down" Clint prefers the term "more authentic".

        Nick(seems to be a designer for abilities, and is the lead designer for gameday momentum) They're looking at ways to tune the Gunslinger since a lot of people feel that it's OP and too much of a Meta ability. They will wait to see how the other Metas develop(This is obviously more for competitive folks)

        All the releases in Madden are faster than in real life.


        Catching in the play test was very early in the tuning stage. Reiterated the decrease in 2 man catch animations, Clint warns that having more independent catching sequences means that those interactions will sometimes not look as fluid as the 2-man ones did, but the trade off is more control.

        A lot work has been done for launch that will improve aggressiveness at the catch point for both offense and defense. Swatting on defense will be improved and is much safer than going for the pick all the time which will miss a lot more(I bet that a lot of Users will have a tough time with this because they always want to go for picks)

        Tom(a producer) seem kind of like a competitive/User hegemony kind of gameplay guy I'm glad he's not in charge of gameplay.

        They're trying to tune momentum for competitive mode differently, they're having a hard time balancing it for that mode, they don't have it in a good place for that mode. All the modes have different have momentum tuning, (it's not User facing.)

        Playbooks were about 60% done for the second week of the playtest, all 32 teams will have both offensive and defensive playbooks updated for launch. They are planning to a update playbooks for every Title Update-Gridiron notes in few weeks to talk about the playbook stuff. Clint is excited to hear feedback from players on what's been added on the playbooks front.

        Clint gave the same point about Dline stunts and twists that he did in the SGO interview, i.e. they don't want to add in and be just visual to check off the box for players, they actually want it to be really actually work well.

        Franchise talk now

        Made the default costs to upgrade talents much higher based off of feedback, basically 3 to 5 times more expense to start with.

        Fatigue was tuned to be more realistic now, not as OP

        Free Agency was tuned where teams are smarter with who they try to sign

        Upped that salary cap in game to help mitigate the real life drop because of Covid.

        Did some more tuning to draft classes with emphasis on top players having a good dev trait. Added a few more generators to the class to produce some more specialized players.

        Did a lot super sim tuning especially in the area of fatigue and statistics. One the biggest updates in this area in years. Swami expects people to be pretty happy.

        Working on coaching tree movement tuning.
        Jordan Mychal Lemos
        @crypticjordan

        Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

        Do the same thing tomorrow. And the next. Now do it forever.

        Comment

        • TheBleedingRed21
          Game Dev
          • Oct 2010
          • 5069

          #5
          Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

          Music to my ears about not changing movement.

          Also great response for sim stats. They were not included in the community play test and received a major update.
          PSN: TheBleedingRed21
          Twitch: http://www.twitch.tv/TheBleedingRED21_OS

          Comment

          • khaliib
            MVP
            • Jan 2005
            • 2872

            #6
            Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

            Major thing I like is that they’re taking any tunings slower than previously.

            Wish Marketing would’ve align Early Play release with todays NFL kickoff game, oh well, Thurs just a couple days away.

            Comment

            • Cowboy008
              MVP
              • Mar 2012
              • 4571

              #7
              Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

              This all sounds great. Can’t wait for Madden.

              Comment

              • michaelhawj
                MVP
                • Jul 2015
                • 1842

                #8
                Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                what is supersim like ? is it about sims every plays during gameplay or sim each week in Franchise Hub ?

                Comment

                • mooch49
                  Pro
                  • Oct 2003
                  • 915

                  #9
                  Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                  What about AI clock management? Has it been touched since beta?

                  Sent from my SM-G975U using Tapatalk

                  Comment

                  • K_GUN
                    C*t*z*n *f RSN
                    • Jul 2002
                    • 3891

                    #10
                    Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                    Not to derail but , rather genuinely, when Clint talks about not putting twists/stunts into the game “just for show” or “check the box”......the *other game* from generations ago had them....were they just for show or did they legitimately work as intended??


                    Sent from my iPhone using Tapatalk
                    Bummed that you're not on my ignore list yet?.....Don't worry, I'm sure you will be very soon.

                    Comment

                    • jfsolo
                      Live Action, please?
                      • May 2003
                      • 12965

                      #11
                      Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                      Originally posted by K_GUN
                      Not to derail but , rather genuinely, when Clint talks about not putting twists/stunts into the game “just for show” or “check the box”......the *other game* from generations ago had them....were they just for show or did they legitimately work as intended??


                      Sent from my iPhone using Tapatalk
                      There can't really be a good discussion here about this issue, because there is too much baggage, bias, and preconceived notions for it to go well.
                      Jordan Mychal Lemos
                      @crypticjordan

                      Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

                      Do the same thing tomorrow. And the next. Now do it forever.

                      Comment

                      • Megasdoux_7
                        Rookie
                        • Feb 2021
                        • 7

                        #12
                        Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                        In terms of the playbooks, does this mean that they are adding 40% more to the playbooks or that they are going to be cutting some stuff out? I loved the Titans playbook in the beta and am hoping they don’t remove stuff from it

                        Comment

                        • K_GUN
                          C*t*z*n *f RSN
                          • Jul 2002
                          • 3891

                          #13
                          Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                          Originally posted by jfsolo
                          There can't really be a good discussion here about this issue, because there is too much baggage, bias, and preconceived notions for it to go well.

                          Yeah i know....god forbid adults actually act like adults....


                          Sent from my iPhone using Tapatalk
                          Bummed that you're not on my ignore list yet?.....Don't worry, I'm sure you will be very soon.

                          Comment

                          • XtremeDunkz
                            CNFL Commissioner
                            • Aug 2007
                            • 3414

                            #14
                            Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                            Originally posted by K_GUN
                            Not to derail but , rather genuinely, when Clint talks about not putting twists/stunts into the game “just for show” or “check the box”......the *other game* from generations ago had them....were they just for show or did they legitimately work as intended??


                            Sent from my iPhone using Tapatalk
                            I never played 2k8 outside of the demo so I can't speak to that. But in 2k5 the line stunts were just visual movement. They did nothing to actually confuse or freeze the OL. And that was fine for 2004.

                            Sent from my SM-G960U using Tapatalk
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                            • canes21
                              Hall Of Fame
                              • Sep 2008
                              • 22745

                              #15
                              Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now

                              This all sounds great. Only one thing made me confused. In what world does Clint live in where he thinks any of the two-man WR/DB animations looked fluid visually? All the two-man animations did was make the game jarring again as WRs and DBs warped into place, double jumped in mid air, etc. The WR/DB two-man animations are legitimately one of my most hated additions to Madden ever. I'm beyond glad they are starting to remove them from the game.
                              “No one is more hated than he who speaks the truth.”


                              ― Plato

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