Possible issue:
Browns draft a punter and after one season he's the second best punter in the league with 99 KPW and 93 KAC
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Possible issue:
Browns draft a punter and after one season he's the second best punter in the league with 99 KPW and 93 KAC
Same thing for a kicker that the Colts draft - 93 overall - 95 KPW - 93 KPW after just two seasons.
So far, I haven't seen in anomalies with free agency. Highest available player first season was 86 overall and there didn't appear to be any high profile players released at all.
Checking this year now.
I don't know about IR. I'll check on it this season if one of my guys gets hurt for the season (only issue there is it doesn't actually show you how many out of 70 players you have on your roster anywhere that I can find).
Thanks for doing the simming Mors......PS3 servers finally turned on tonight so we're testing out Online Team Play.
Servers are okay. Kick meter kinda sucks so you'll have to do a lag adjustment, but you'll get used to it after a little while. I myself lost connection on the last two OTP games we tried. Not sure if it has to do with me or just the servers as my internet stayed up and I stayed connected online with my PS3. Now there is going to be some flushing and tweaking on Monday from what I gather, so what I say now may not be the case on Tuesday. With that said, OTP is really really fun. Played about four games.
That last OTP game was pretty crazy. Didn't see that finish coming!
I hated the r-stick kicking when they first added it because it was ridiculously easy and sliders didn't work much to fix it. But the last two years in NCAA the accuracy slider has been really good. I've got human accuracy at 30 and I made around 60% of my kicks I think. Ian said they wanted to make kicking harder by changing to this meter but it seems he made it easier from what I'm reading. Why not just reduce the default accuracy more? At 50 it IS too easy to make kicks. Drop it a bunch and it's not. Furthermore, why not have the option for either kicking system? Doesn't Tiger Woods let you choose from buttons or analog?
One other thing, from the demo it seemed that Normal speed on Madden = Slow on NCAA. Both of those settings felt good to me.
How are the flats? Some say they are jacked up like last year and some say they are not.
As far as teams drafting special team players, what's the issue? Are they taking them in the first round? Or are they too good? i'm confused.
Are the intros pretty repetitive or are there several unique ones? If I hear the Peyton Manning demo speech again I think I'm gonna throw up...
IR is definitely still messed up. Took a team, filled up their roster with FAs then put an injured guy on IR and the roster was still full and I couldn't sign someone to replace him.
I definitely think Franchise is messed up. There are at least 20 rookies that are going to come in within 6 years of Franchise and be superstars. I'm talking at least 3 RBs that are top 5 RBs basically coming out of college. A QB that is top 5 coming out of college (with better deep ball accuracy than anyone else in the NFL). At least 2 WRs coming out of college with 99 catching after 2 seasons (which is disgustingly ridiculous). Numerous SSs and FSs with 90+ tackling and hit power. It's like they went the opposite direction of NCAA and made the rookies WAY WAY too good. Granted, progression is pretty slow on their awareness, but when you have 99 speed, acceleration, agility, and catching, who the hell needs to worry about awareness?
Well, that's all I needed to know. Still allowing IR to be broken is mind-boggling. It's been broken for years and years and yet again.... no fix. If injuries are high and you have no working IR then you're big trouble... Madden 12 it is. Thanks morsdraconis for the ipmressions/info.
I got my copy today and i'm loving it so far. The servers were down this morning but were up just a little while ago.
I do play on slow speed in NCAA. The funny thing is I hated Madden's slow speed last year (for the brief time I kept the game) and found myself liking fast speed the best although normal wasn't too bad. I was always a proponent of playing faster as I hate seeing long runs take forever to go anywhere. But slow in NCAA just feels right to me this year.
Thats because its been so damn fast the last few years, it needed to be slowed down IMO
Initially I didn't care for the slow speed on Madden 10, felt too sluggish but now I'm use to playing with it since it was set as the default for my online league play. I guess thats why it felt right because in Madden 09 the game speed was so damn fast as well.
JB, or G or CDJ lol. Question for you guys
Have you gotten the chance to play an online game against G or CDJ? If so I was wondering if you could have Gameflow turned off, but your opponent have it turned on?
I have heard that if it is set to On when the game is set up, that after every play you will have to select if you want to use it or use the full playbook.
Thanks man..I would try myself but all of my attempts to acquire the game early have been unsucessful thus far lol
GEE WHIZ how many of you freaks already got the game early !? lucky dogs !
http://www.examiner.com/examiner/x-5...h-Ian-Cummings
A few interesting points come up...
Good find bro. Yeah they spent a lot of time defending Strategy Pad instead of listening. Same thing happened when we saw the playcall screen for NCAA 11 at Community Day. There was a little push back when we said that this will not be well received, but we had a VERY passionate discussion at CD about the things that needed to be done else this would turn out to be like the Strategy Pad situation. And changes came as a result, and frankly they're changes I'm very glad that happened.
I think it's kind of a catch-22, they said Online Franchise had such low usage....well to me that was because it wasn't a full fledged franchise mode....it sure turned me off from wanting to play it when things like a salary cap weren't in.
Does anyone know what the update or patch was for? I downloaded one tonight but I don't have a clue what it did. I'm on the 360.
It saddens me that iTunes is the example of a "random" statistical model, not just a simple "normal distribution".Quote:
4. When we start applying the Star ratings to plays in a given situation, how does GameFlow break this down? Let's say, on offense, I have 8 plays for 1st and 10 situations. I've given two of those plays 5 stars, four of the plays 4 stars and the remaining two plays were given 3 1/2 stars. How do the stars and the playcall logic work this out?
Ian: It’s what you would see out of a typical “random” statistical model. You’ve in essence tagged the 5 star plays as your most important, so those are weighted more when it’s trying to find a play out of that group, but the 4 and 3.5 star plays still do have a chance of being called. It’s just like iTunes.
For me, Online Franchise had such low usage because even with a group of guys who didn't normally play Madden you saw scores like 80-13. Sliders and difficulty seemed to have no effect on vs CPU OF games. Frustration was the reason our franchise didn't get to the offseason ... it had nothing to do with features not being there.
If gameflow is supposed to make the game quicker to go out to dinner with the wife or family, why not just add in-game saves?! That's the easiest and best solution for everyone. I do get annoyed that the Madden team seems to make most of their decisions based on online number crunching. They don't have the data for how offline people play vs. the cpu which is still the most popular form of gameplay.