It's an animation driven physics engine. Not a True physics engine. This means that controlled physics happen that are triggered from certain animations from within a certain radius of the ball/ball carrier. There is a change to OL/DL interaction but nothing so drastic it's unplayable. You guys saw the E3 videos, watch more closely at the interactions.
The whole player value thing, DHB would still have the same exact main attributes on both teams just his OVR would be different because of scheme, correct? Basically it just changes how the OVR rating value is calculated it doesn't make him better/worse when he's on a different team. Pretty sure thats how HC did it.
If players regress due to not fitting a certain scheme, there OVR ratings go down, but are they any less effective? With Matrix's example, if DHB rating is 80 on the Raiders and goes down to 60 on Jets, OVR rating decreases but if all the other attributes are the same, ability/performance of DHB doesnt really change when actually playing the game, is that right?
I think you guys are getting caught up on the OVR rating. OVR rating isn't the same as it has ever been. It is no longer a cumulative average of all skill ratings for that position. Sure skills still play a role, but Production, Durability, Size, and a host of other grades go into the rating. A players skillset either progresses or regresses. Let me use an example. Let's look at two types of players on two teams, Raiders and Patriots. Raiders NFL Coach System: 5 Star value on WR's, 5 star value on Speed WR's Patriots NFL Coach System: 5 star value on WR's, 5 star value on Possession WR's Player 1: Darrius Heyward-Bey (6'2" 210lbs.) Ratings: 97 speed, 96 Accel, 92 jump, 90 juke, 88 agility, 85 elusiveness, 73 Catch Raiders Grade = 95 OVR Patriots Grade = 76 OVR Player 2: Wes Welker Ratings: 85 speed, 96 accel, 71 jump, 90 jukem 93 agility, 93 elusiveness, 96 catch Raiders Grade = 82 OVR Patriots Grade = 90 OVR Now, two things to mention. Skills don't change when a player moves to another team. The OVR will because it is made up of skills, production, scheme, etc. But.... If a player progresses or regresses then his skills change, that changes OVR. Make sense? Just like previous Maddens. OVR doesn't mean jack for translation in the game. The player needs to be in the right system. ryty32 and BobJr know all about that.
Can you set users to autopilot now like in NCAA? Or do they have to be booted from the league and rejoin?
Ask the developers: 1. Does the CPU AI adapt its play calling to the plays you run during the game, previous game, season etc. and to your team's personnel? Ex: If I have Brandon Jacobs on the field, the opposing team should protect the inside run and not the outside run. Ex: If opposing team has two equal HBs, will they actually share the load? 2. Explain further how they revamped the simulation engine. In previous versions, RB1 got to many carries, multiple 2,000 yard rushers, and other statistical results were unreal. Will NE playbook teams simulate so that the TEs will have more catches? 3. Have they upgraded the depth chart? What I would like is to control the depth chart for each formation, down and distance, & initial play called. Will star slot receivers actually line up in the slot?
I think I asked this before, but to reiterate just in case... Can you find out how the various ratings effect things. IE AWR/PBK/RBK/THA etc used to only affect games that were simmed. But since they added new attributes I was wondering if they changed how they effect things, I think I read somewhere that now THA is the most important att for in game accuracy in M13.
I want to repeat Matrix Monkey's question. What do the various ratings actually mean for in gameplay and simulation? Thanks in advance. No pressure. Heh.
Sorry I thought I answered this. AWR - only matters for CPU controlled players, dictates how long it takes for a player to recognize an action item, pass, play, ball carrier, ect PBK - most important rating for lineman. Dictates how skilled a player is when holding a block on a pass play. RBK - same as PBK but for running plays. THA - a little different this year with new throwing motions and throw on the run. Accuracy when planted in the pocket.
Number three is a good question. I've always liked to use different guys in different formations, but last year you had to do it in game and especially on defense, only had a few seconds to do it. Is it possible to do all of that before the game starts like in past years?
Got some questions is there any info out there about what you will be able to from your computer like scouting, progressing players, trading, signing FA's, the draft and resigning players. Is there going to be a website or are they going to have an app or is everything going to be done from the console?
One other thing that I am curious about: How does Free Agency work in CC Mode? I assume that if your the "Coach" you can go after any players you want... How do the CPU Teams go after FA? If your a specific position, like HB, QB or whatever, how does FA work for you in that situation?
The rating systems are different for Madden and NCAA. Although I'm sure the ratings they share have similar meanings. Shaun asked a lot about awareness and some other attributes. They don't necessarily mean what you might think.
Markus, thanks for all of your info! Here's another question... have they implemented the appropriate NFL tie-break formulas into the game for determining playoff seeds and draft order, or are they still alphabetical/static?
Very minor things that haven't been reflected in madden. Clock running on kickoff if the returner is in the endzone. I believe in the NFL, if the kick returner never leaves the endzone, the clock doesnt run. I think in m12 if you run out of the endzone on a kickoff and run back, it is still a touchback. is that still the case? Penalties on extra points, sometimes there is an offside (for those that try to time the kick) and i believe the penalty should apply to the kickoff instead of accepting declining. When a delay a games happens, it is automatic 5 yards, but in the game, it lets you choose to pick to accept or decline. IR - i didnt play franchise in m12 so not sure if fixed, if a guy is on IR, does that open a roster spot?