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Madden NFL 18 News Post


There have been a few community members that are prominent in the Madden Ultimate Team world asking their Twitter followers for constructive feedback on what they would like to see changed gameplay wise in Madden NFL 18. I'm here asking the same thing, but to the OS crowd.

Two rules - keep it constructive (and in a positive nature) and respect other's feedback (even if they differ from your own).

Other than that no opinion or idea is too big or too small.

Have at it.

Game: Madden NFL 18Hype Score: 6/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 9 - View All
Member Comments
# 101 DeuceDouglas @ 04/12/17 05:13 PM
Quote:
Originally Posted by jfsolo
Hopefully this does still come to fruition and doesn't get vetoed by someone in upper management for whatever reason, but if it does, one has to temper ones expectations of how much differentiation can be build out in one cycle, IMO. All the work necessary on the front end to add this functionality will definitely limit how much can be put in for M18.
I definitely agree, I just worry about it not getting the full treatment right away and ending up like many other additions or changes. I'm sure it largely has to do with the upstairs but one of my biggest frustrations with Madden, gameplay team included, is that things get added and then get kicked down the priority list and moved on from instead of built upon. For instance, what they did with penalties was a good start but it didn't get touched last year and that's something I don't want to see happen here, especially with something that could have such a monumentally positive impact on the game. So when I look at it, it's from the standpoint of what we see is what we're getting for the next several years and I just hope if it does get done, it's something that is very thorough and well thought out, especially with a player base seemingly split right down the middle on two nearly polar opposites of play-style.
 
# 102 kjcheezhead @ 04/12/17 07:01 PM
https://youtu.be/uc2fyqG5OEo

This clip in a nutshell. In one play, you have Michael Bennett watch the RB catch the screen, so he turns towards him, but then goes towards the qb for an unknown reason. At 16 mark you see an illegal chop block where the players glitched into place to make it happen, and then the run finishes with lineman stopping and not blocking at the end of the play.

Can madden 18 just have real movement and reactions that mimic real football? That's all I want.


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# 103 jfsolo @ 04/12/17 07:09 PM
Quote:
Originally Posted by DeuceDouglas
I definitely agree, I just worry about it not getting the full treatment right away and ending up like many other additions or changes. I'm sure it largely has to do with the upstairs but one of my biggest frustrations with Madden, gameplay team included, is that things get added and then get kicked down the priority list and moved on from instead of built upon. For instance, what they did with penalties was a good start but it didn't get touched last year and that's something I don't want to see happen here, especially with something that could have such a monumentally positive impact on the game. So when I look at it, it's from the standpoint of what we see is what we're getting for the next several years and I just hope if it does get done, it's something that is very thorough and well thought out, especially with a player base seemingly split right down the middle on two nearly polar opposites of play-style.
It's already been discussed a fair amount during the year, but that poll should hammer home the absolute necessity to separate the game styles.

I feel like if we can get it in for 18 and we can see a clear distinction in how the game plays on the simulation settings then the sim community will be galvanized in terms of keeping the pressure on them to continue to add functionality every year.
 
# 104 roadman @ 04/13/17 10:51 AM
Quote:
Originally Posted by kjcheezhead
https://youtu.be/uc2fyqG5OEo

This clip in a nutshell. In one play, you have Michael Bennett watch the RB catch the screen, so he turns towards him, but then goes towards the qb for an unknown reason. At 16 mark you see an illegal chop block where the players glitched into place to make it happen, and then the run finishes with lineman stopping and not blocking at the end of the play.

Can madden 18 just have real movement and reactions that mimic real football? That's all I want.


Sent from my iPhone using Operation Sports
I've seen a lot of that stuff this year and in prior years, but for some reason, it's sticking out more this year.

I hope this area receives/received attention this year.
 
# 105 steelersd26 @ 04/13/17 12:30 PM
Realistic running back substitutions by the CPU. The #1 running back should NOT be getting 30-40 carries every game.
 
# 106 kjcheezhead @ 04/13/17 12:53 PM
Quote:
Originally Posted by roadman
I've seen a lot of that stuff this year and in prior years, but for some reason, it's sticking out more this year.

I hope this area receives/received attention this year.


I see it every year. My eyes are just trained on it now...I can't not see it and it happens on more plays than it doesn't. People talk up how they improved the ai or blocking logic from one year to the next and I'm thinking are they playing the same game I tried?


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# 107 Junior Moe @ 04/13/17 07:01 PM
Quote:
Originally Posted by kjcheezhead
https://youtu.be/uc2fyqG5OEo

This clip in a nutshell. In one play, you have Michael Bennett watch the RB catch the screen, so he turns towards him, but then goes towards the qb for an unknown reason. At 16 mark you see an illegal chop block where the players glitched into place to make it happen, and then the run finishes with lineman stopping and not blocking at the end of the play.

Can madden 18 just have real movement and reactions that mimic real football? That's all I want.


Sent from my iPhone using Operation Sports
This is one of the biggest legacy issues I have with Madden. The penalties almost seen manufactured. If I run a HB screen on 3rd down and I break clean don't have my o lineman who's 15 yards back and completely out the play just arbitrarily hold someone. If its my WR blocking upfield, cool. I wouldn't like it but it makes since in that context. For me, it's only holding calls when I make a big conversion by a player out of the play. It drives me crazy. I have even seen instances from the second I press the pass button to a WR springing open. They have to do something different here.
 
# 108 Haze88 @ 04/14/17 11:57 AM
Updated depth charts. X/Y/Slot need to be separate designations in place of WR. SAM and Will in place of LOLB/ROLB 1tech/3tech in place of DT and Field/Boundary/Slot in place of CB. Special teams needs to be fully customizable and not locked into our offense/defense depth charts. Let me put WR at gunner or a safety at punt protector or running backs on kick coverage. Limiting personnel should be a thing of the past at this point. Better schemes in the trenches need to be implemented. Stunts on defense and selecting a player to double in pass protection.
 
# 109 NateDogPack12 @ 04/14/17 12:46 PM
Something I want to emphasize that is never talked about - punt trajectory and timing is still a big problem and immersion killer. The old games of a decade ago did this better than Madden 17. In the current game, there is too much time / space to return the ball. The ball does not hang in the air and coverage guys don't get down the field. In Madden, it's easy to rack out 15-20 yards on a return. I want the special teams timing to get cleaned up.


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# 110 jfsolo @ 04/14/17 10:28 PM
Quote:
Originally Posted by NateDogPack12
Something I want to emphasize that is never talked about - punt trajectory and timing is still a big problem and immersion killer. The old games of a decade ago did this better than Madden 17. In the current game, there is too much time / space to return the ball. The ball does not hang in the air and coverage guys don't get down the field. In Madden, it's easy to rack out 15-20 yards on a return. I want the special teams timing to get cleaned up.


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Yep, everybody knows that this is done poorly and it gets talked about a little bit, but it really doesn't get the attention it should. Part of that is because so many online players don't punt so they don't really care about that part of special teams.
 
# 111 NateDogPack12 @ 04/14/17 10:31 PM
Quote:
Originally Posted by jfsolo
Yep, everybody knows that this is done poorly and it gets talked about a little bit, but it really doesn't get the attention it should. Part of that is because so many online players don't punt so they don't really care about that part of special teams.


Another aspect is that in reality, you may only get 1-2 times to catch a punt cleanly and run back in an NFL game. Most of the time it's a fair catch or letting a ball roll. I think gameplay wise, guys like the punt return because it's a dynamic, fun play. Only in Madden, while you definitely can run the ball too freely with a punt, at the same time I don't feel like returners are ever a real threat to hit a crease. The first guys down will almost always make the tackle, but the returner will rack out 15-20 yards because the timing is way off.


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# 112 xerxes313 @ 04/15/17 04:29 PM
I dont know if it has been mentioned yet but the gameplan options from NCAA. Like telling my corners to be aggressive and telling my o-line to hold blocks longer. Was a nice little thing I miss
 
# 113 LBzrule @ 04/16/17 08:15 AM
Quote:
Originally Posted by xerxes313
I dont know if it has been mentioned yet but the gameplan options from NCAA. Like telling my corners to be aggressive and telling my o-line to hold blocks longer. Was a nice little thing I miss
I can see this for Online h2h or for offline play now, but not for CFM. For CFM with Corners you already have the aggressive play football trait so no to muddy up the pre-play controls more with this. Plus, do we want guys to play to their ratings or do we want artificial boosts that make them better than what they are without upgrading the players ourselves? Same thing for OL. Again I can see this in online h2h and in modes like play now, but if they added it to cfm I'd be pretty unhappy with it.
 
# 114 jfsolo @ 04/16/17 01:35 PM
Quote:
Originally Posted by LBzrule
I can see this for Online h2h or for offline play now, but not for CFM. For CFM with Corners you already have the aggressive play football trait so no to muddy up the pre-play controls more with this. Plus, do we want guys to play to their ratings or do we want artificial boosts that make them better than what they are without upgrading the players ourselves? Same thing for OL. Again I can see this in online h2h and in modes like play now, but if they added it to cfm I'd be pretty unhappy with it.
It's funny that you say that because I was thinking that they might put in for CFM, but never for H2H play. In CFM you can have a risk/reward for telling a player to play a certain way in the form of more penalties. Since most H2H players don't want penalties that are out of their control, there would be no down side to having an olineman blocking longer or having a CPU controlled DB play more aggressive. I'm very confident that this would only ever be implemented in CFM.
 
# 115 fitz2k2 @ 04/16/17 03:50 PM
1) Remove the whole other team can see the play you ran
2) change this playbook.not all teams run the same thing
3) each team playbook should at least have 50 new plays
4) when a player runs out of bounds the players shouldn't stand there acting all robotic.when a player runs out of bounds that side should clear the area or help him up
5) add all of obj td celebration
6) let players push n fight a littke bit.let the ref throw the flag to
7) lets have coaches get in refs face a little bit
8) can we finally design our own plays?
 
# 116 roadman @ 04/17/17 10:55 AM
Quote:
Originally Posted by fitz2k2
1) Remove the whole other team can see the play you ran
2) change this playbook.not all teams run the same thing
3) each team playbook should at least have 50 new plays
4) when a player runs out of bounds the players shouldn't stand there acting all robotic.when a player runs out of bounds that side should clear the area or help him up
5) add all of obj td celebration
6) let players push n fight a littke bit.let the ref throw the flag to
7) lets have coaches get in refs face a little bit
8) can we finally design our own plays?
I agree with everything here, but #5, 6 and 7. The NFL license is holding back those request.
 
# 117 kjcheezhead @ 04/17/17 01:50 PM
Did anyone else notice the cover shot leading into this thread? Two cardinals linemen standing around upright as if the play is over, while a Seattle defender's body is turned away from the ball carrier as if he is lost and just wandered onto the field? That's something devs should look at. Lol

*Edit It's the thumbnail from the video i posted. It's what I see when i look at this thread with the App

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# 118 madmax25 @ 04/18/17 09:59 AM
It seemed to me that in NCAA games, certain plays got "set up" and they flashed on the menu when the defense was about to be exposed for a big play. I ran a lot of Georgia Tech offense on NCAA because it was the offense I played in when I was in college... way back when

I liked the feature, not because it told me when to run PA, but that safeties actually got sucked into the box. That was 4 years ago and on a different system. I feel like by now they should be able to work that in to the game. On rookie or pro it might tell you when the play is set up, but on AP and AM it might just have to be a feel for the right time. Regardless, it seems that the PA effect on the defense is just based on a QB rating vs. a DB rating. I know people have talked at great length about how cheesy PA can be on say, 4th and 80, because it sometimes still works. In most playbooks there is a run and a complimentary PA play in almost every formation. Would love to see a greater effect based on the balance of play calling.
 
# 119 madmax25 @ 04/18/17 11:07 AM
One other thing came to mind. I coach HS football and attend a lot of Glazier Clinics where college QB coaches discuss the process of teaching their QBs. When I compare it to the Madden passing game, it is completely opposite in almost every area. My suggestion:

1. They do have unique footwork for the "quick game". What I like about it is that on a one-step drop, the QB seems to be momentarily locked in place. This is somewhat realistic. If the call is slants, then the QB should be getting the ball out of his hands NOW. If the slant gets jumped, then the QB should be able to scramble, but they should be vulnerable if the play takes longer than a hot throw should.

2. In many spread and pro-style passing offenses, the QBS are taught to read their plays in a sequence. You see this with Mike Leach, Phil Longo, etc... The routes should be available in a staggered manner. Like maybe a shot type route/ primary read right off the bat, followed by a progression and then a check down, where at most (in the pocket) two routes are available at a time. In scramble mode, it would be different because the play would be broken down. Likewise scrambling should not be allowed until the drop has been completed, but then should be somewhat unimpeded.

There are some logistics that would need to be worked out on the technical side, but these are just suggestions for conversation!
 
# 120 PanthersFan89 @ 04/18/17 11:50 AM
Better CPU on all-pro and more realistic, not like 7tds or 10tds passing.
If they can, they should scrap the whole game and remake.

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