I think they should include some kind of CPU IQ Similiar to NBA 2K where you can use the CPU team and then they kinda mimic your player style when they face you. I would love to have the ability to create tendencies and style of play for all 32 teams....as it stands right now the coaching sliders do very little in the way the AI performs. I see the CPU still running plays to score late in games even if they have the lead and all they have to is run the clock out. I see way too many CPU K's just jacking up 50+ yards FGA when they should be punting and trying to win field position. The play call logic in Madden is just flawed and it's been flawed for years now.... It's a good game this year I love it......but i think it can be a great game if EA finds away to finally deliver a CPU AI that actually thinks on the field in a strategy sense.
This would be awesome... But I don't like the fact that EA rates all those teams a 99 overall and every player in the 90's on those teams. They should still spread out the ratings. A guy like Alvin Harper for example shouldn't be a 90+ overall with 90 speed just because he was on a Classic Cowboys Team.
I agree. Another thing that would be nice is a new practice scheme. Any time I want to play with a new team or playbook, I hit the practice field. Often times I am forced to run the "Random Play" playcalling because it would be a pain to keep selecting new plays over and over. The only problem with this is that it truly is random. Alot of times you get Goal Line plays or 1 reciever formation plays. So it would be good to have some more options when it comes to playcalling. For example, you should allow the user to select random plays but of a certain type, like of standard passes or only short passes or screen plays or inside runs. Maybe random plays by formation as well. This could make practice time WAY more productive. Also the same could go for defense. I want to be able to select the defense to be in random "zone blitz" only plays or man coverage plays or by formation as well.
I know you can do that by formation in NCAA Football 13. And if that's not in Madden...I just don't understand how stuff like that isn't universal between both games. Actually, there's a lot of things, like equipment, the graphics, player ratings...(although expanded Player Ratings are understandable because it's so MANY players).
I disagree. The confusion animations are not accurate on every play in real life. Also, all teams at every level have formation audibles. Quite often you see the QB motion that he is audibling and the formation does not change. I think that would apply accurately to both levels.
I don't agree. The overall lowers because of the attributes related to the scheme. If their OVR drops it is because their attributes indicate they will not fit that scheme as well. If you start dropping ratings you are making it even more difficult to bring players into difference schemes and creating a new line of coding that could make it worse and less playable (plus everyone sees different attributes making it confusing, especially when trading). I have no issue with the way it is now. Maybe you could slightly increase the need for those specific attributes which would lower their OVR a little more but otherwise it is pretty good.
I would like to see kickers not kick 65 yard FGs routinely. The Rams kicker can routinely kick from 60+ and just about any kicker with 96+ KPW can. KAC is useless.
The way it is now, Schemes dont matter much at all if the OVR is the only thing influenced. For me, how the system works, i am not worrying about what type of scheme each player is best at because in the end, it will not change how the player plays. THe overall changes, but really, his ability doesn't, so when using the Raiders which is a vertical offense scheme, i will continue to pick the highest rated player for specific traits that are important like speed, jump, spec catch, etc. because those ratings will not change. If those ratings dont change, i dont have to worry about drafting a player that doesn't "fit my scheme". Simply, my receiver will not drop any more balls, running any slower, run bad routes than in any other scheme. The way it should work as mentioned is that if you pick a man coverage CB and your scheme is zone based, there shoudl be a drop in AWR(if taht rating matters), zone coverage, play rec, or whatever rating is relevant. If a player doesn't fit a scheme, he should absolutely suck.
Formation Sub Packages are a MUST! some other ideas... - Allow for O Line double teaming during passing plays - Allow for the RB to have some sort of gather ability behind a player i.e. a runningback putting there hand on the back of a big OL man in front of them to lead the way instead of tripping over them every time. Basically the off hand needs to become more important. - Realistic Line play is a must have for Madden 14, I have high hopes that implementing a realistic physics engine for the line play will enable for elite pass rushers to be more valuable. For instance I have played 2 seasons with the Broncos and I have Elvis Dumervyil on one side and Jason Hunter on the other side and one of these players finished the season with 3 sacks and the other finished with 19... The player with 19 was Jason Hunter and his OVR rating is a 81 to Doom's 92, because of the way they set up their line play it is almost impossible for a RE to be elite (at least in a 4-3 system) - Something that needs to be fixed for Madden 14, CPU play calling. Currently the play calling for the CPU is pretty horrendous, I feel like teams that are committing to the run way too often ESPECIALLY teams with elite Qbs. I want to see Drew Brees throw the ball on me 40-45 times and not running with Darren Sproles 22 times. Please Madden Fix this Will update this with more as I think of them
I love the way that formations subs are executed in NCAA. However, I would also like to make subs on the fly like you can in Madden.
Maybe its just my playbook, but whatever happened to the "Double X", "Double Y", "Double Slot", and "Double Wide" plays in the defensive playbook... Not even a gripe, just a question... And how in the world do I manually set a safety into double covering a WR?
On kinect say his name and tell him too. So in the case of the Colts I would say or select Bethea and tell him man on Crabtree or use the d-pad to select bethea man coverage to him.
A couple other things that need to attended to as well... Injuries need to make a bigger impact on players; a player of mine got a broken jaw injury and he is only out for 1 week.... 1 Week? I mean maybe he's the toughest man in the world but they should still take into considerations like hamstring injuries (that can easily be re aggravated) where there is a recovery period. Like a player coming back from a sprained ankle shouldn't come back full strength or full OVR if you see what I am getting at. I would also love the option for players to be able to play through injuries with a rating deduction, kinda like how T.O. played in the super bowl against the Pats when he was on the Eagles after he had broken his ankle about 2-3 weeks prior to that game. Obviously he wasn't anywhere near close to 100% but he still played and made an impact and I think it would be cool to see in Madden as well. Another thing I have a little bit of a problem with is the progression system; now don't get me wrong here as I am saying this, I am in no way condemning the new way to progress players, actually, I couldn't be happier to have an option to change a player's type so drastically. The issue at hand here is that Madden cannot leave out the yearly progression that would happen after every year as it did in the olden days. Some of the examples why this is a really big issue... - Rookies will not develop without playing (this still actually isn't even enough, not only do they have to play but they have to play at a productive rate.) It is practically a given that every rookie in the NFL becomes better after being there for a year regardless if they play or not. They obviously get into better shape so their physical ability would go up and their knowledge of the game would be at a higher level after practicing their craft with the top players for a year. - Older players won't digress; why this is such a big issue is because I shouldn't have players who are 35 years old nearing 36 and yet they are getting better at their position from the process of me being able to get SO much output out of them due to their overall ratings. If not digress the players abilities at the very least start digressing their physical traits as an older player obviously shouldn't be as quick as they were coming out of their rookie year. I also think that injuries should come into play a lot more here like specific injuries making physical attributes alter completely for their career, like if Jamal Charles breaks his leg knock off about 6 speed points when he comes back and allow him to earn his ratings back. - Last and certainly not least, the lack of an ending season auto progression almost eliminates any sort of opportunity for a rookie to become a super star. For instance, I threw the ball to a rookie WR who's AWR rating was murdering his rating down to a 61 but this didn't account for his 90 Catch in Traffic, 83 catching, and 89 Spectacular catching. He finished the season with stats somewhere along the lines of 96 catches 1500 yards 17 tds I'm paraphrasing these stats a little but this was this kids rookie year and it was a pretty insane year for even a veteran (obviously that was the point, I wanted to push this kids year out to the max and see the results I would get for him.) I was able to push his stats from 61-67 by the end of the season and he stayed there... This is why the progression system needs to come back into play and it needs to progress players and digress players based off of performance for their OVR rating. It can't be the same stature for every position and it can't be based off the same stats either, not all DE's get sacks to play well at their positions and not all CB needs INTs to be playing well on the field. I would like for Madden to take the next step up in these progressing regards to be effective for all players and play types.
I'd like to see these back in the game: It's a long video BUT it features the "Training Camp" that was before the preseason in Madden 07. This was really, REALLY fun and some of the drills (especially the Precision Passing) made me better at timing throws and the aspects of the game overall. I think it could be generally implemented the same way. You could obviously add the XP in place of the points, where you start at the lowest amount and can continually take a chance YET challenge yourself to get the highest amount of XP (say, 1000 = Bronze; 1500 = Sliver, 2000 = Gold). Really though, I think these would be a welcome addition back to the game and make the offseason/preseason more interesting to actually do. IIRC, in the older games, these camp drills were optional.
LOVED this about NCAA! I feel like this would be a great implemention because currently there is really no "real" advantage to playing at home and getting the crowd involved in Madden. Feel like domes and 3rd down hype should shake up the QB a little instead of just getting loud give the home team an advantage for hosting somebody ya know? Cause it's fun to get the crowd involved until you realize that it doesn't change anything, maybe allow for more false starts for the away team or even add something like the QB not able to snap the ball on the right count with the loud crowd like real life. That's another thing, I feel like there should be a chance for muffed snaps in Madden I obviously understand letting it happen all the time would be obnoxious but my qb catching a snap early as I am making adjustments on a play because the crowd is too loud would be a cool addition. Just trying to throw out every possible idea to you Dot haha
Hey this is small but my FAVORITE thing on the CCM website is comparing players. Any way that could be in the game?
That's Jason Witten though, he's a beast, but when it comes to less tough players they need to be longer and have a longer recovery time.
Also gotta consider the severity. Many ways to break a bone. There's a difference between a hairline fracture, crack, full clean break, etc. (Hairline fracture and crack may be generally the same, idk) If you shatter your jaw, you'll be out a while. Small break or fracture? Not so much.
Some of the things i would like to see have already been mention, but this is my list. 1.Better Oline/Dline play- the Right side of your defense should not be useless. It's really not cool that average LT can make DWare look like Vernon Gholston. 2. To go along with 1 how about Oline hot routes- you pull up Oline Hot routes which brings up icons on the defense front seven where you can choose to double a Dlineman or you can point out a potential blitzing LB. 3.practice squad- I really don't know why this isn't in the game especially with the expanded preseason roster. 4.instead of CCM practice like it is now i would like to see it like 2k5 where you set up the weekly practice with film room and workouts. 5. Position Editing- I don't need editing of attributes or equipment I just want to be able to move a 4-3 DE to a 3-4 OLB and vise versa. or how about just get rid of position labels?