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Fixing: Madden Special Teams

buckeye

New member
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Today we start a new series called “Fixing:”, In which we will take a popular game title and brainstorm ways to make it a better game. In this first installment; we will discuss the Madden NFL series. The Madden NFL series is one of the most popular and globally recognized titles each and every year by gamers and non-gamers alike. As popular as Madden has become; it is still far from a perfect game and has flaws the same as every other annually released sports title. We see improvements each year to both the offense and on the defensive side of the ball, however, we have yet to see something truly innovative be brought to the table in terms of Special Teams play. Let’s dive into some ideas throughout the community as well as some of my own.

(Note: Some of the ideas presented in this article ARE NOT my own. They are the result of internal brainstorming sessions amongst a group of people which I will not identify unless they specifically want to comment. The ideas that ARE my own will be presented as such.)


Let’s face facts, field goal kicking in Madden is extremely easy. Whether it’s a 50+ yarder or a chip shot… if your kicker has the leg it’s an easy 3 points. In the NFL it isn’t quite that easy. Truth be told, in Madden we don’t have our jobs to worry about or a multi-million dollar organization to keep happy so if we have a 59 yard chance and we have a kicker with a strong leg… game on! No matter how you slice it, we must find a way to make field goal kicking percentages mirror those of the NFL. It’s not as simple as a new kicking mechanic, timing based mechanics have to work both offline and online. When there is latency involved (like there is in any sports game), that scenario becomes a tricky proposition.

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Remove User Control

When I say take a page from freestyle/tournament Madden play, most of you will roll your eyes. But in nearly all organized tournaments, when your opponent kicks a field goal you MUST put your controller down to avoid any type of glitch/block attempt. Well that is exactly what Zac Neal (one of my fellow Game Changers) has suggested. Both users “put the controller down” as in make field goal attempts an AI controlled sequence based strictly off of Kicking Power, percentages, weather, wind, and traits. Sound crazy to you? Let’s dig a little deeper into what this could entail.

We could completely remove the accuracy rating and replace it with Short, Medium, and Long Accuracy. How these accuracy ratings could be figured might be based off of their successful attempts from each distance. If a kicker such as Matt Pater converts 60% of his 50+ yard field attempts then he would convert about the same percentage in the game. Now obviously other factors would go into that such as wind and weather conditions. Those of course would be up to the user to monitor. Kickers with higher consistency ratings would get the benefit of weather and wind affecting them less than other kickers in the league. Really there are many scenarios we could discuss (long snappers and holders could have an effect as well) as long as we could get expanded ratings into the game.

This also goes along with the defensive side of special teams. Blocked kicks are rare in the NFL but need to be represented in the game. Allowing the user to position players in an attempt to block kicks doesn’t work as it becomes an exploit. Blocked kicks and punts need to mirror the NFL in terms of frequency. This again should be a percentage and attribute based occurrence. Once again removing user control on both sides of the ball would help. For punts, remove user control for both sides until the punt is caught by the returner. This will anger those who go for the cheap returns by taking a blocker out of the blocking lane and use them as a lead blocker. But that tactic has been proven as an exploit so … no big deal… remove it.

The bottom line is that while we all crave user control, there are some instances where removing it will enable developers of all sports titles to bring the actual realism we require in our sports gaming life. I am a big proponent of user control but the end result should ALWAYS be a realistic approach. Doing this won’t alienate buyers and will actually move the game one step closer to a realistic experience while also eliminating one of the many irritating aspects of online play.

Have a better idea? Let us hear it!
 
I had this same idea a few years ago when i was one of the market testers. Ea said we appreciate the feedback like always but my guess is the big picture users want more controll not less. To add to this: a left and right meter for accuracy might be all that is needed. Power now days isnt a issue kickers are usually never short on kicks or kick offs.
 
I had this same idea a few years ago when i was one of the market testers. Ea said we appreciate the feedback like always but my guess is the big picture users want more controll not less. To add to this: a left and right meter for accuracy might be all that is needed. Power now days isnt a issue kickers are usually never short on kicks or kick offs.

Agree almost 100%. My problems with meters in general is that they already have to Nerf the kick meter online and slow it down due to latency. I don't want to see an accuracy meter fail for the same reasons.

Sent from my DROID RAZR HD using Tapatalk
 
I think what you guys are suggesting is a Coach Mode/Player Lock situation be installed into the game for certain situations (FG/Punts).

I would contest that if you reduced Kick Power and Kick Accuracy ratings down significantly that would fix some issues.

EA uses a Ratings scale that ranges from 0-99 yet if you scan the roster data base you won't find Kickers or Punters that utilize the lower end of the ratings scale 0-50 for Kick Power or Accuracy.

I would suggest you take and edit a player (Kicker/Punter) reduce his Kick Power and Accuracy ratings way down and then attempt a 50 yard FG with the meter and monitor the results.

My beliefs is that EA refuses to use the lower end of the ratings scale for kickers is because they know it would cause a outrage if the user was missing 40 to 50 yard FG's do to their kickers not having the leg strength to do so......

They gave us an excuse as to why they don't include Bad snaps into the game and I think they use that same vision when it comes to rating the kickers on the lower end of the ratings scale instead of having everyone kicking from the higher end ratings.

The only rating that effects SIM Results is Awareness for Kickers and when you aren't simulating results the Power and Accuracy ratings take over and awareness is a non-factor because the human player is controlling the K/P.
 
EA should focus on getting the damn wind direction right first before they try, and likely mess up, "fixing" special teams.

Kick power isn't an issue. Most kickers have no problem kicking far. It's the accuracy that should be tweaked. How they do that? I don't know. Maybe build in a meter into the kick power meter with it's width depending on the accuracy rating of the kicker. Higher the accuracy, wider the meter, less chance you shank it. Lower accuracy, you better be perfect on the sticks or it'll go wide.
 
They should rumble the crap out of the controller and adjust the arrows to make it harder.
 
I think what you guys are suggesting is a Coach Mode/Player Lock situation be installed into the game for certain situations (FG/Punts).

I would contest that if you reduced Kick Power and Kick Accuracy ratings down significantly that would fix some issues.

EA uses a Ratings scale that ranges from 0-99 yet if you scan the roster data base you won't find Kickers or Punters that utilize the lower end of the ratings scale 0-50 for Kick Power or Accuracy.

I would suggest you take and edit a player (Kicker/Punter) reduce his Kick Power and Accuracy ratings way down and then attempt a 50 yard FG with the meter and monitor the results.

My beliefs is that EA refuses to use the lower end of the ratings scale for kickers is because they know it would cause a outrage if the user was missing 40 to 50 yard FG's do to their kickers not having the leg strength to do so......

They gave us an excuse as to why they don't include Bad snaps into the game and I think they use that same vision when it comes to rating the kickers on the lower end of the ratings scale instead of having everyone kicking from the higher end ratings.

The only rating that effects SIM Results is Awareness for Kickers and when you aren't simulating results the Power and Accuracy ratings take over and awareness is a non-factor because the human player is controlling the K/P.

Kicking power isn't an issue. You rarely ever see a kick come up short unless they flub one. Hell nearly half the kickers in the league can hit from 60 (its done daily in practice and also in pregame warmups), the reason they don't get the attempt in game is the loss of field position as well as the accuracy of the kicker.

The current issue is accuracy really and with online play being dominant you really can't add in a timing sensitive mechanic with lag/latency. It would have to be slowed down like the power portion of the meter which would then make it automatic... defeating the point. Not to mention if its too hard, people will just start going for it on fourth down rather than risk the kick between lag and difficulty. That also would be going backwards.

Sent from my DROID RAZR HD using Tapatalk
 
Que the Broken Record

How much can one really do with the kicking game specifically anyway? Want to be "innovative"? (Hilarious for EA BTW). why not take a page out of 2K's book? (shocker coming from me I know)

- Get rid of the kicking meter entirely and make users time the kick with the player's kicking animation. Pull and hold the stick back during the approach, push it forward as the kicker's leg swings forward. If the user pushes the stick forward too early or too late there's a kick power/accuracy penalty because the kicker isn't hitting the "sweet spot" of the football.

- Pushing the right analog stick directly forward gives maximum accuracy, left or right will cause the kicker to hook the kick left or right.

APF 2K8 actually had a somewhat difficult kicking game. the Average kicker in the game is capable of hitting a 50 yarder, but it calls for perfect timing and perfect accuracy, which isn't easy to pull off. When you pull off a 50 yarder with the average kicker in APF it's actually a rewarding experience because a lot went into it.

I'll also add that in APF defenses could block kicks without having to time up ridiculous snap jumps. The only time I've ever blocked a kick in Madden was when my opponent is predictable with his snap timing. Part of the reason this is possible in APF is because your backup quarterback is never guaranteed to field the snap cleanly and give you a good hold. sometimes the snap is low and he has to pick it up off the ground - forcing your kicker to wait a split second more to actually start his kicking motion. Sometimes the snap will be high and the holder will have to reach up to bring the ball down, adding more time to the kick, which makes the block all the more possible. And then there's the times when there's really shitty weather and your kicker or punter will actually slip when they try to do their thing.

Innovative, but I think it's a little too hardcore for the casual football gamer's game personally.
 
Que the Broken Record

How much can one really do with the kicking game specifically anyway? Want to be "innovative"? (Hilarious for EA BTW). why not take a page out of 2K's book? (shocker coming from me I know)

- Get rid of the kicking meter entirely and make users time the kick with the player's kicking animation. Pull and hold the stick back during the approach, push it forward as the kicker's leg swings forward. If the user pushes the stick forward too early or too late there's a kick power/accuracy penalty because the kicker isn't hitting the "sweet spot" of the football.

- Pushing the right analog stick directly forward gives maximum accuracy, left or right will cause the kicker to hook the kick left or right.

APF 2K8 actually had a somewhat difficult kicking game. the Average kicker in the game is capable of hitting a 50 yarder, but it calls for perfect timing and perfect accuracy, which isn't easy to pull off. When you pull off a 50 yarder with the average kicker in APF it's actually a rewarding experience because a lot went into it.

I'll also add that in APF defenses could block kicks without having to time up ridiculous snap jumps. The only time I've ever blocked a kick in Madden was when my opponent is predictable with his snap timing. Part of the reason this is possible in APF is because your backup quarterback is never guaranteed to field the snap cleanly and give you a good hold. sometimes the snap is low and he has to pick it up off the ground - forcing your kicker to wait a split second more to actually start his kicking motion. Sometimes the snap will be high and the holder will have to reach up to bring the ball down, adding more time to the kick, which makes the block all the more possible. And then there's the times when there's really shitty weather and your kicker or punter will actually slip when they try to do their thing.

Innovative, but I think it's a little too hardcore for the casual football gamer's game personally.

Those little things were what made All Pro a excellent game.
 
Good article buckeye. Special teams is definitely an area of the game that could use some focus this year. I would still love to see the botched snap be added to the mix for CFM. Realizing that the casual gamer does not want to deal with that but it makes a difference for sim league players.
 
Can we actually have players that play like their real life counterparts? I'm not too worried about special teams before offense and defense.

Julio Jones makes a habit of destroying Brandon Browner...doesn't make sense so I'd rather see them work on player individuality and getting the players to play like their real life counterparts before we worry about special teams. Just my two cents.
 
Can we actually have players that play like their real life counterparts? I'm not too worried about special teams before offense and defense.

Julio Jones makes a habit of destroying Brandon Browner...doesn't make sense so I'd rather see them work on player individuality and getting the players to play like their real life counterparts before we worry about special teams. Just my two cents.

I have one coming on that as well ;)

Sent from my DROID RAZR HD using Tapatalk
 
Good article buckeye. Special teams is definitely an area of the game that could use some focus this year. I would still love to see the botched snap be added to the mix for CFM. Realizing that the casual gamer does not want to deal with that but it makes a difference for sim league players.

I wouldn't mind if it literally happened once every couple seasons.
 
So you're idea of 'Fixing' is not use it?

Hm...

User control brings the variable to formula, and that's really what we want, that randomness in the game. Gotta fix the play at the line of scrimmage, it's never been suitable for anything other than the fucking SNES.
 
So line play is going to fix the kicking game? How is that going to fix the user vs user (or vs CPU) kicking game? Gotcha....
 
I will say that the line play on the Xbox One and PS4 is significantly better than on the 360 and PS3. Not perfect by any means but you can definitely see the improvements that Clint Oldenberg was talking about on our next gen podcast last August.
 
So line play is going to fix the kicking game? How is that going to fix the user vs user (or vs CPU) kicking game? Gotcha....

There's always going to be mfers exploiting shit... I'd rather play the damn game and have some bum pull some shit as opposed to watch some NFL Head Coach shit

Special teams is 90% blocking... according to a study I did, just now, in my head.

Call this series "Putting a Band Aid On It: Special Teams"
 
OK, what affects most kicks in the NFL? Bad snaps! I will again enter with my "hike or Snap Meter" idea and say that if in the process you have a bad snap and still get the kick off it will affect the trajectory of the ball causing it to lose distance and accuracy. Once you have hiked the ball then the kick would be a simple PGA Tour type of swing mechanic for the leg drive of the kicker...
It might be to much, but what I have posted has a lot of truth to it, and if we want Madden as close to simulation football then out of the comfort zone we must go.
 
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