- Waroduce
- Aug 5, 2008
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Shamelessly Stolen
quote:
Franchise Changes
Pro Bowl Returns to Madden NFL 20
The first thing you’ll see while Madden NFL 20 sets up is the Pro Bowl. You can play the pro bowl while the game installs, and you will also have the opportunity to qualify for the Pro Bowl during your Franchise seasons. It’s another opportunity to gain valuable experience and add to your Legacy.
Is there a difference in single user/multi-user franchises when it comes to the Pro Bowl?
If you get six wins in Coach mode, you will get to play the Pro Bowl. For single-player mode we have different season stats thresholds to play in the Pro Bowl. If you’re playing in a single-player/multi-user franchise experience as a coach or owner, you will have full control over your conferences team in the Pro Bowl. In multi-user leagues we will pair users up against each other based on their records during the regular season. The players that qualified for the Super Bowl won't participate in the Pro Bowl.
Ratings Spread
We’ve adjusted the range of ratings that you’ll see on players. What does this mean? As examples:
The ratings difference between a 90 OVR player and an 89 OVR player is now larger
Each skill point you spend will be more impactful, and you can earn more skill points over the course of a career
In some cases, you will now see a starter with an OVR in the mid-50s.
New Scenarios
We’ve added an all-new in-game system that generates personalized playable scenarios featuring interactions with characters via a variety of ways including branching dialogue, dynamic events that reflect your performance and choices, challenges that build the story of your unique NFL career (from the moment you sign your rookie contract to you Hall of Fame induction), and more.
Development Traits
We’ve made large updates to our Development Trait system to support Superstar and Zone abilities. The Development Traits in Madden 20 are: Normal, Star, Superstar, and Superstar X-Factor. Both Superstar and X-Factors players can earn Superstar Abilities, but only X-Factors can earn Zone Abilities. We’ve also addressed one of the communities’ biggest complaints: players dropping down in Development Trait. In Madden 20, players can no longer go down in Development Trait at the end of a season.
Coach Mode
Coach mode is also getting scenarios. And the changes to Development Traits have a big impact on Coach mode. Coaches will want to build up their teams with Superstars and X-Factor Superstars via Trades, free agency, and the draft. We’ve also added an overhauled lineup UI to make Franchise mode even smoother.
Contract Updates
We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL. This will not only be more authentic, but it will also make managing your roster’s cap space more realistic.
Progression Updates
We’ve overhauled our progression tuning, including making changes to XP gains from weekly training, actions on the field, and goal completion. These changes should ultimately lead to users being able to increase the OVR of more players on their team meaning they have more option in how to develop their roster.
Draft Updates
We’ve taken a full pass on our Rookie Generators. People familiar with draft classes from the past few years are in for some new surprises, from names, to bodies, to ratings, and more.
One more draft surprise is that rookies with a Superstar Development or higher trait will have their development trait hidden until they’ve played through at least half of a season. These players have their abilities hidden until you reveal their Development Trait. This means that if you draft either a Superstar or an X-Factor Superstar you won’t know exactly what you’ve drafted until later in a season – use your preseason wisely.
Superstar and Zone Abilities
In total there will be around 50 Superstar X-Factor players and over 30 additional Superstar players. In total there are over 20 Zone abilities for the 50 Superstar X-Factor players and over 140 Superstar abilities. The difference between the two are the Zone abilities and Superstar abilities. Zone abilities are about your style of play and your opponent's style of play.
Here are the abilities that have been released so far and their descriptions:
Zone Abilities
Bazooka – When in the zone, increase maximum pass distance
Objective: Complete a TBD-number of passes over 30-yards
Knock-Out: Interception or sack
Slot-O-Matic – Excels at route running and contested catches when running routes from a Slot receiver position
Superstar Abilities
No Look Deadeye – Perfect passing accuracy on cross-body throws
Escape Artist – Elite speed and agility when scrambling on passing plays
Dashing Deadeye – Perfect passing accuracy when throwing on the run
Red Zone Deadeye – Perfect passing accuracy when throwing inside the red zone
Pass Lead Elite – Extended precision passing on all throws except for High and Low throw
Pocket Deadeye – Perfect passing accuracy when passing with the QB’s feet set from inside the pocket
Match-Up Nightmare – Gets open and wins contested catches when covered by a single linebacker or defensive lineman
Edge Rush Elite – Frequently uses dominant pass-rush moves when rushing from a defensive edge position
Every ability in the game will have a counter: all abilities can be countered by user-skill mechanics and/or counter-abilities. So when Julian Edelman is using his Slot-O-Matic ability that allows him to hang on to catches in traffic, if the defender covering him has either the Zoned Out or Man Up catch knock-out ability, then the outcome will be decided by a 50/50 flip, knowing that both players are so elite, that either player has an equal chance of success when directly matched-up; or, it can be countered if the user on defense clicks on to the defender and makes an interception.
The list of players we’ve chosen to be Superstar X-Factors is an elite and exclusive list that will evolve with the NFL Season. The Superstar X-Factor players will be changing throughout the year based on players’ performances in the real-life NFL; specific to the X-Factor players, we are going to limit the number of X-Factor players in the game at any one time to 50, so we are pretty excited to see the debates throughout the season around which NFL stars are most deserving to be an X-Factor.
How many positions will be supported with Abilities?
In Ultimate Team, all positions will have Superstar abilities. For base rosters and H2H, offensive line, kickers, and punters will be the only positions that DO NOT have any abilities available.
How will feedback about the abilities be surfaced during the game? How will we know what abilities are doing what?
There is in-game UI feedback tied to your player indicator. There is an icon underneath each player that is either a X-Factor or Superstar. The icons will have effects based on the activation of abilities.
Ultimate Team Changes
MUT Challenges
One of the major adjustments in Ultimate Challenges is a new star-based rewards system. Before you begin an Ultimate Challenge, you will have the ability to choose from one, two, or three stars. The higher the number of stars, the higher the difficulty and intensity of the challenge. If you want a more casual experience, you can select one star. Once you begin bumping up the star level, the challenge gets more difficult, in any number of ways, to complete. For this reason, Ultimate Challenges will be replay-able. So, you can complete an Ultimate Challenge on one star to get comfortable with it. Then you can work your way up to three stars, and the rewards you receive upon completion will reflect the star level you completed the challenge on.
MUT Challenge Rewards
Now, let’s talk about how rewards are granted based on this new star concept. No longer are big-time rewards tied to simply winning the last Challenge in a given sequence. Instead, you will see a list of “milestones” where rewards are dished out as you accumulate more stars in a given category. Milestones will have increasing thresholds of star totals, and you will have the opportunity to earn everything from the list as you continue dominating Challenges.
We should also mention how Bonus goals work in Madden NFL 20. We’ve already talked about how in most Ultimate Challenges you’ll have the opportunity to choose between 1, 2, or 3 base stars, but you’ll also be able to earn additional stars from bonus goals as well (where applicable). In order to earn a full 5 stars, you will need to complete the bonus goals on the highest difficulty.
For instance, if you play the Challenge at 1-star and achieve both bonus goals you will come out of that Challenge with 3 stars. However, if you were to replay the same Challenge on the hardest difficulty and do NOT re-earn the bonus goals, you will still only have earned 3 stars from that Challenge. Unlike previous years, you will have the opportunity to re-try bonus goals no matter how many times you’ve previously attempted the Challenge.
Loading in and out of MUT Challenges
Another update that we’re pumped to announce involves a tweak to loading in and out of challenges. When you complete an Ultimate Challenge in Madden NFL 20, you’ll be prompted to advance to the next challenge without exiting to the main menu via a loading screen. There, you’ll be able to choose your star difficulty, click accept, and boom—you’re quickly on your way to the next challenge. You’ll have the ability to complete as many Ultimate Challenges as you want within one sequence without backing out, and you’ll see your rewards pour in whenever you decide to put down the sticks and back out to the main menu.
In addition, almost all our content in Ultimate Challenges has the ability to be played as either single-player or with friends. That’s right: bye-bye solos! If you’re playing Ultimate Challenges with someone else, your Madden Ultimate Team rosters will merge together the same way they have in in MUT Squads. Get hyped to knockout some Ultimate Challenges with your pals!
Superstar Abilities
Superstar abilities and X-Factors will also be supported within Madden Ultimate Team in Madden NFL 20. What the community dubbed as “Red Chems” in Madden NFL 19 are basically gone now. Some chemistries from Madden NFL 19 will make the transition to Madden NFL 20, but there will also be brand new ones that are significantly stronger. They’re meant to be things that eliminate chance and provide more guaranteed results. Your running back might juke faster, or your quarterback might have perfect passing when outside the pocket, for example. More specific details for how Ultimate Team will be integrating Superstar Abilities will be revealed at a later date.
For a detailed list of abilities announced so far look at Franchise Changes above.
When you pick three players to have Superstar Abilities will they be the ones that pop up, or is it top three OVR?
We’re able to get you halfway there. Your top three will first look for Superstar X-Factors that you’ve elected. Since you’re putting three offensive and three defensive players it will pull from this pool and take the top three highest OVR rated players. For example, if you have three offensive players who are 88 OVR and your three defensive players are 90 OVR, your top three defensive players will be selected.
Player Archetypes
Another exciting feature added this year in a continued effort to differentiate players is the addition of player archetypes to Madden Ultimate Team. There are a couple of noteworthy aspects to player archetypes, beginning with the ability to now craft different player OVR calculations for each archetype. Up until this point, we have had to use one OVR formula for each position, and that really made things difficult when it came to spots like tight end and outside linebacker. Now that we have archetypes, we’ll be able to better differentiate a Speed Rushing OLB versus a Pass Coverage OLB or a Vertical Threat TE versus a Blocking T.
Also, we will use player archetypes to appropriately offer gameplay abilities to the archetype that makes sense. So, for example, a Field General QB will not have Escape Artist, which allows QBs with that ability to quickly move out of the pocket to avoid the rush and, conversely, a Scrambling QB will not have access to Pocket Deadeye, which gives QBs perfect passing with their feet set inside the pocket. Choosing what you want on the field has never been as important as it will be in Madden NFL 20.
New Game Mode - Face of the Franchise: QB1
Face of the Franchise: QB1 is our new Career Campaign that kickstarts your franchise this year. We made two graphics that quickly explain some important details of what Face of the Franchise: QB1 is all about. The first image is what you do in the new experience.
CFB Playoffs
List of available schools for the CFB
First, you choose between ten Division 1 schools. From there you will fill in details about your quarterback and make decisions about what type of quarterback you will be. Up next, you will be competing in the College Football Playoff. You will play up to two full games and your performance will impact your draft stock. Once you play through the College Football Playoff, you will then start the process of the NFL Combine.
As a quarterback prospect, you'll be asked a couple of questions by NFL coaches and then throw passes to receivers at the combine. After you finish this process, you'll then wait to find out where you will be drafted in the league. All the decisions you made, and your on-field performance will dictate where you will land on draft day. Once drafted you'll start your NFL career. At this point, you will start your typical Franchise experience, but your quarterback will be unique to the Face of the Franchise: QB1 experience.
NFL Draft
The NFL draft doesn’t just happen, though – the combine comes first. Ever-increasing in importance and scrutinization, the combine is a key part of the process. And here, if you want your stock to soar, you’ll need to focus on every rep and decision you make to keep your name rising on draft boards. Where will you get picked, and where will your NFL career start? You’ll find out on draft day!
In the League
No matter where you get drafted – from first round to last – once a team picks you, you’re going to have to show you belong playing with the pros. Whether you’re a first-rounder who needs to prove you were the perfect high pick, or a seventh-rounder busting your rear end to make the roster, if you want success you have to work hard and make each opportunity count.
In the NFL, start building your legacy and taking your franchise to winning seasons, expanding your legend with each snap. It’s not about the cash your contracts rack up, but about how many Super Bowls you win as your legend grows. Give your all – and have fun – as you play your way into memorable moments. When you celebrate your career at the end, will you be remembered among the greats, placed alongside them in the Hall of Fame?
As you live your superstar story, Madden’s new Scenario Engine generates personalized playable scenarios, events, and dynamic challenges that tell the tale of a unique NFL career. Adding to it, in Face of the Franchise: QB1, like in Franchise mode, you choose your Archetype: Strong Arm, Scrambler, Improviser, Field General. Superstar abilities are tied to the Archetype you pick. Levelling up your archetypes unlocks different abilities.
Gameplay Updates
Throw Power - changes QB throw trajectories. In order to get a higher passing trajectory, the velocity of the passes had to decrease; this is a more authentic approach to passing trajectory in order to get the ball over “lurking” linebackers and allow you to fit the ball in between zones at a higher frequency. The 99 rating for THP now equates to a throw speed of 55 MPH for bullet passes, which is down from 62 MPH in Madden NFL 19.
Pump-Fake
You can now double tap a receiver icon to pump-fake to a specific receiver; or, use this as a throw-cancelling mechanic if you want to pull the ball down late if you change your mind. A well-timed pump-fake will be able to impact defensive players by forcing them to react, especially when equipped with the Sleight of Hand pump-fake Superstar ability on players like Steelers QB Ben Roethlisberger. As a result, the Medium Pass mechanic has been returned to the “press and release” mechanic that was there prior to Madden NFL 16.
Animations
Obviously some new ones are added. First-down and Sack animations were expanded on.
Pre-play, Post-play, and No huddle
We’ve significantly shortened the amount of time spent showing gameplay before and after the play. What’s important to note here is both the game clock and play clock will naturally be accelerated regardless of your accelerated clock settings to account for the time that would normally tick off while players are getting aligned. When using Hurry-Up or No-Huddle, the accelerated clock will tick off the amount of time it would take for the player the furthest away to run and get aligned in his pre-play formation position. These changes have created a faster experience and more time spent on the sticks in each game session.
Pass Rush
In today’s NFL, the pass rush has changed how the game is being played and is the direct counter to deep routes and great quarterback play. We are bringing a more balanced and powerful pass rush to our game globally to limit the amount of time allowed in the pocket, and it will be even more intense when playing against Superstar pass rushers. This is a significant creative change to the balance of the game and on average, this will force the offense to get the ball out quicker on passing plays without consistently having the time to wait for the second and third passing windows to open up
In-Game Feedback System
The in-game feedback was streamlined to be more cohesive and informative, especially around notifications for X-Factor Abilities and user mechanics.
Re-Factor of Under Pressure QB Penalties
Putting pressure on the QB will be more impactful in Madden NFL 20, especially based on the ratings and Superstar abilities of the pass rusher and QB. You’ll see great pass rushers have a greater impact on QB passing accuracy when applying pressure, and you’ll see QBs who are great at throwing under pressure be more accurate. All of this information will be surfaced to the player via detailed in-game passing feedback text.
Limits Placed on Lurking LBs
In addition to the throw-trajectory tuning mentioned previously, we have also made some changes with jumping interceptions over the middle vs. passing plays. Primarily, only defensive backs will be able to execute the athletic, jumping INTs in Madden NFL 20, while linebackers and defensive linemen will not be able to make acrobatic catches over the middle. If a user tries to intercept a pass with a one of these bigger defenders that he can’t reach, the player will trigger a catch animation, but he won’t reach the ball. However, we have picked out the best “ball-in-air” LBs and equipped them with a Superstar ability to allow them to get up in the air and make spectacular catches when applicable.
Limits on Lurking LBs: How does it work when you sub a DB into a LB position?
Currently, those players will be treated as a DB and have spec catch abilities. However, we have limited the number of formations where you can sub a DB into a LB spot and are actively working towards creating a bigger risk for doing this when trying to defend running plays.
Real Player Motion 2.0
Responsiveness has been increased and less rigid (almost mentioned every year)
Stumble animations updated
Have fixed the animation that killed pick sixes in M19
Strip-ball Mechanic reworked
Strip-ball requires proper timing to execute. Poorly timed attempts will result in a big failure, such as missing the tackle.
Passing Mechanics Update (nice update)
If a QB drops too far back receiver icons will disappear.
Hike and haul comes with a bigger accuracy penalty.
Playbook and Play Calling Changes
New Playbooks added (Details to come)
Playbooks modernized to reflect a team's unique identity. Ex: Raven's playbook have more pistol formations with more QB runs because of Lamar Jackson
Run Pass Options (RPOs) have been added to the game
Over 200 plays added
Three specific types:
Alerts
Peeks
Reads
Hot Routes
Superstar abilities will allow for additional hot routes. Inside specialized receivers will get 4 more hot routes when lined up inside, but not outside. Pocket Passers also get an ability to get additional hot routes for all receivers on the field.
My favorite
quote:
So when Julian Edelman is using his Slot-O-Matic ability that allows him to hang on to catches in traffic, if the defender covering him has either the Zoned Out or Man Up catch knock-out ability, then the outcome will be decided by a 50/50 flip, knowing that both players are so elite, that either player has an equal chance of success when directly matched-up
my favorite is
quote:
the outcome will be decided by a 50/50 flip
Nice
All i play is offline franchise so meh
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