View Full Version : Gameplay - First Rd: Improved WR/DB Interaction vs. Passing Game Improvements
As always, vote for the item you prefer. However, also state how you would like both features implemented into the game and indicate any specific elements you would (or would not) like to see added for each item.
Improved WR/DB Interaction
Currently the interaction between WRs and their defensive counterpart is that neither seems to play respective to their opponent... rather they go up independently from the other. With improved interactions, you would see (but not limited to): Players fighting for for ball in air (both WR/DB), fighting down field for position, blocking (runs & screens), bump & run, elimination of “rocket catch”, removal of warping defenders & receivers. Additionally, receivers would be more aware of the defenders positioning as they catch the pass... if the receiver has room to move, he’ll play the ball appropriately and allow himself more room to maneuver after the catch (ala Hawaii, SMU throwing short passes and WRs running back to the ball then continuing after the catch).
Improvements to the Passing Game
While not deserving of a complete overhaul, the passing game could use some attention in order to make it a less frustrating experience. Additions would include: Improved Pass trajectory and/or removal of Superman LBs, true Route-based Passing, Madden’s QB Ratings (pass Short/Med/Long, scramble, pass on the run), as well as additional throwing styles.
bdoughty
11-13-2011, 04:26 PM
Improved WR/DB interaction. Much needed.
Wolverines05
11-13-2011, 05:00 PM
i got a question about the passing game. Lets say a qb has an 85 qb acc rating. does this mean that he has an 85% (or more realistically whatever the equation comes out to with an 85 rating) chance of completing the pass. meaning is the pass going to be perfect 85% time, and the rest of the time, it is impossible for the ball to be caught (meaning over/underthrow). OR, is there a radius around a player, and the better the qb acc rating, the smaller this radius becomes. meaning, if a guy with 65 qba throws, the wr's pass radius is quite large, and the ball can randomly end up at any pt. of the radius.
It seems to me that the former is what is programmed into the game, and i dont like that if its the case. the radius option would allow for a much more dynamic passing game.
Just curious if anyone can answer that.
JeffHCross
11-13-2011, 05:30 PM
Just curious if anyone can answer that.I can't answer it with absolute certainty, but I agree that it seems like the game uses the first system you mentioned, the 85% hit. I know there are more complex calculations going on, because items like the WR's catch rating, SPC rating, etc, are all involved. But it does seem like, at the end of the day, an QB's THA rating means a certain % chance of a "catchable ball" (though I wouldn't say "perfect pass").
That said, I know a little bit of the calculations involved in the "radius" idea you mentioned, and, because the game is animation based, that could seem very similar to the "hit" idea. In case I didn't say it clearly, I'm suggesting that the two different methods may look the same in an animation-based engine.
jaymo76
11-13-2011, 05:40 PM
ONLY POSSIBILITY IS INTERACTION!!! This has been a huge issue on "next gen."
Gotmadskillzson
11-13-2011, 05:43 PM
Interaction, I am so tired of having games with no pass interference being called and the WRs not attacking the ball in the air. As it stands now, it is nothing but a foot race to a designated spot on the field and they just stand there waiting for the ball to hit them in the hands.
illwill10
11-13-2011, 06:03 PM
IMO, An Improved WR/DB interaction can improve the passing game. Sure there needs(must) to better touch on passes, reduced super LB/DBs, and more than 2 types of passes, but there needs the WR/DB interaction is badly needed. Having improved Jumpball situations, More catch and interceptions animations, better coverage is really needed.
Oneback
11-13-2011, 06:34 PM
While I agree the passing game needs improvements, (pass blocking schemes and more concepts, option routes, etc) the biggest flaws in the game revolve around the interaction between two players (OL/DL and WR/DB interactions). WR/DB interaction is probably the most exploitable area in the game (rocket catch, alignment issues resulting in wide open receivers, etc), the fix needs to be threefold however, DB (defensive) alignment, assignment (scheme) and keys all need to be improved in a major way.
What I would envision is the defense aligning properly in accordance to the offensive formation and defensive play called but also adjusting to any formation changes by alignment and play adjustments. For example if I call cover 3 and the offense comes out in I-Form Normal then motions the Z receiver across the formation into what would be I-Form Slot the defense should now be playing Cover 6 with either the two safeties still high and the CB motions across the formation with Z or with the safeties rotating over and the corner playing high to the weak side of the formation. The automatic change to Cover 6 would have it's own adjustments due to the slot (CB on #1 would play man on any route by #1 over 5 yards, if #1 stops at 5 yards the CB would play like Cover 3 and the defender aligned on the slot would then attack #1 on the stop/curl route, if #1 is vertical the slot defender is responsible for the flat but only if an offensive threat exists in the flat; so he would carry #2 until a flat threat exists. The safety is responsible for #2 if vertical, if no vertical by #2 he would then rob #1).
I know to the untrained this may sound very technical, however every defense has built-in adjustments to what the offense is presenting and I would love it if this was present in the game as it would eliminate the need for pre-snap adjustments (unless the user wanted to do so, for example if you are in a bad defensive play: cover 3 vs 2x2 *I know you can Rip/Liz Match, but I am talking base C3*) while at the same time making the CPU a more viable opponent.
My believe is that if the game had more built-in adjustments (AI) then there would be less of a need to make the top rated teams unrealistically good and allow for more diverse player archetypes thus improving game play. There would also be less of a learning curve for the novice football gamer and eliminate a lot of the need to spend hours in practice mode coming up with a way to defend certain exploits present in the game.
These changes would also reward good play calling, for example if I currently call a play that would occupy a safety and create a one-on-one match-up deep outside in Cover 4 I could, whereas now I would have to settle for an intermediate completion. I'd also be able to take away certain routes on defense by play call forcing the offense to call something different.
This would lead to a game that is centered around player awareness and their ability to carry out their assignments more-so than speed. While it may make it more difficult to move the ball on offense, games would be more of a chess match where opposing teams would seek to take advantage of mismatches rather than take advantage of exploits.
baseballplyrmvp
11-13-2011, 06:45 PM
wr/db interaction... however, the madden qb ratings and better pass trajectory need to be in the game.
Improvements to the Passing Game
While not deserving of a complete overhaul, the passing game could use some attention in order to make it a less frustrating experience. Additions would include: Improved Pass trajectory and/or removal of Superman LBs, true Route-based Passing, Madden’s QB Ratings (pass Short/Med/Long, scramble, pass on the run), as well as additional throwing styles.
I voted for passing game. NCAA 12 has little personality imo and the super LBs/lack of arc was very frustrating for me. I want to see the madden ratings and extra throwing styles. Different release quicknesses and animations would be great too.
Quite frankly the issue of batted balls by LBs could be fixed offline if the NCAA dev team brought back the Knockdown slider. That slider was great to finetune that stuff earlier (NCAA 09 and prior, both PS3 and PS2 versions). The LBs and DBs basically have a halo around them that determines the range they have to make a play on the ball. Crank it up and that halo increases and they knock down more passes. Drop it down to 0 and balls almost go through them as that halo shrinks. The funny thing was reading a post from a former develop who claimed that only affected DL knockdowns without realizing the huge effect it had on LB/DBs. Bring back the knockdown slider and split pass coverage between man and zone!
jaymo76
11-13-2011, 07:45 PM
The one thing I really don't want to see re: passing is a move towards analog rather than button based.
The one thing I really don't want to see re: passing is a move towards analog rather than button based.
I agree. Route based passing would be a huge step forward though. It would let the comeback routes and deep outs be more successful. I've always found it too difficult to complete passes to the outside WRs because those routes are more timing based and that doesn't exist currently.
hawkeyeguy
11-14-2011, 08:12 AM
Superlinebackers must go!
blkkrptnt819
11-14-2011, 08:45 AM
They both need to be improved but does EA not know this? That's crazy.
PDuncanOSU
11-14-2011, 10:11 AM
I voted for passing game improvements. I honestly thing though, that improved wr/db interaction should be included as an improvement to the passing game. Both options here are needed.
They both need to be improved but does EA not know this? That's crazy.
I can't claim anything with certainty, but I'm sure they do. Some of the items in the field may fall into the 'given' category, but we would rather drill home importance and also allow for community discussion on some of the items.
jWILL10
11-15-2011, 11:30 AM
I voted for WR/DB interaction, but the passing game could use some help. It seems like the Precision Passing mechanic that was in Madden/NCAA 06-11is no longer in (not that it worked most of the time anyways). As it stands it's very easy to pass outside the numbers, and almost impossible to pass inside the numbers.
That said, improved WR/DB interaction could add a new dynamic to the game, and make taller WR's & DB's more valuable...
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.