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Retro
05-12-2017, 10:38 AM
http://www.youtube.com/watch?v=8tvT0dgyV34

Amazon has revealed some of the Madden NFL 18 features (http://alturl.com/rh8jp), as we get closer to an official announcement from EA Sports (http://www.operationsports.com/news/908866/the-madden-nfl-18-hype-train-is-ready-to-begin/). Not only does it look like we will see new target passing, but it also mentions coverage assignments. Maybe we can finally assign the best corner vs. best receiver? EA is also giving users different play styles, ranging from Arcade, Simulation and Competitive.

Amazon also notes, Madden NFL 18 releases on August 22 and fans that pre-order the Madden NFL 18 G.O.A.T. Edition ($79.99), can get the game 3 days early.

More details should be released soon.

Powered by Frostbite Madden Like You've Never Seen Before
Play Now Live
Play the best real world NFL match ups each week
Target passing
Play Styles - Arcade/Simulation/Competitive
Coverage Assignment
Coach Adjustments
Favorite Ways To Play MUT and Franchise

Madden NFL 18 takes a significant visual leap with the power of the Frostbite engine. See stunning new stadium exteriors surrounded by vast cityscapes and watch the spectacle of NFL game day come to life in the most photorealistic game to date. Play each matchup to your specifications by selecting from three new Play Styles or play the best real world match ups each week in Play Now Live! With the introduction of even more ways to play, coupled with your favorite modes, Madden Ultimate Team and Franchise, this is Madden like you've never seen before.

Pre-order today and receive up to $50 in additional value including three days early, full game access to Madden NFL 18: G.O.A.T. Edition. Start building your dynasty on day one with one of five Elite G.O.A.T. players, an Elite Player from your favorite NFL team, 12 Squad Packs, 2500 contracts and one uniform pack in Madden NFL 18 Ultimate Team, the complete NFL team-building mode where you build, play and win with your ultimate team of today's nfl superstars and legends.

Retro
05-13-2017, 12:51 AM
GameStop has revealed some more Madden NFL 18 features. Check them out below.

Product Details
Madden NFL 18 takes a significant visual leap with the power of the Frostbite engine. See stunning new stadium exteriors surrounded by vast cityscapes and watch the spectacle of NFL gameday come to life in the most photorealistic game to date. Play each matchup to your specifications by selecting from three new Play Styles or play the best real world match ups each week in Play Now Live! With the introduction of even more ways to play, coupled with your favorite modes, Madden Ultimate Team and Franchise, this is Madden like you've never seen before.

New Ways to Play
POWERED BY FROSTBITE Madden Like You've Never Seen Before. See stunning new stadium exteriors surrounded by vast cityscapes and watch the spectacle of NFL game day come to life in our most photorealistic game to date. All-new firework displays, player run-outs and stunning weather elements deliver Madden like you've never seen before. MORE TO COME
PLAY NOW LIVE! Play the best real-world NFL match ups each week! Take the field with your favorite team or play the best weekly matchup using live updates containing the latest rosters, custom commentary and up-to-date stats from NFL.com then continue your season all the way to the Super Bowl from Play Now.

GAMEPLAY
Target Passing: For the first time ever, no longer are you tied to throwing at your open wide receiver. Throw to who you want, in the exact spot on the field with all-new Target Passing, giving you, ultimate control over where the ball is thrown.
Play Styles: Play the game you want by selecting from three new and unique play-styles catering each matchup to your specifications:
Arcade - Action packed excitement filled with spectacular plays and scoring with limited penalties.
Simulation - True to player and team ratings using authentic NFL rules and gameplay.
Competitive - Your stick skills are key, earn big rewards for your skill or receive bigger penalties.
Coverage Assignment: Know your job in pass coverage with an on-screen, real-time UI system informing you of your coverage assignment in pass defense.
Coach Adjustments: Customize the AI to fit your game plan and make situational changes to your strategy on the fly as the game demands it.
Favorite Ways to Play
MUT - Build, play, and win with your ultimate team of todays' NFL stars and legends. Madden Ultimate Team (MUT) is the complete NFL team-building mode using your favorite NFL players from the past and present. Play games, collect rewards and upgrade your team with daily, fun and engaging content updates including legendary NFL players exclusively found in MUT. Continuously craft your squad to elite status on the road to building your Ultimate Team dynasty. MORE TO COME
FRANCHISE - Create your Dynasty. Play weekly full game matchups or get through a season quickly by playing as just the offense, defense, or key moments from the game. Grab the reins and control your teams' operations from signing free agents and making trades, to scouting and drafting players, your decisions build your dynasty. Join up with other players and battle through the season in a fully connected league experience. Choose to play and manage your Franchise from your smart phone using the Madden Companion App.

Retro
05-31-2017, 11:01 AM
Hey Madden Fans!
My name is Jake Stein, a Producer on Madden Ultimate Team, and I have the privilege of writing the first developer blog of the Madden NFL 18 season. It’s such an exciting time as both a developer and a fan of Madden. From the developer side, we can finally see the finish line as all the planning, long hours, and polish are starting to translate into a fun, cohesive game. From the fans side, it’s your time to start getting drops of information about the new game and imagine what your experience will be, come launch night.
It’s also a time where fans love to analyze any officially released information, tweets, or videos in order to predict what Madden might be teasing.
So let’s talk a little bit about what was found by a few internet sleuths – “2-6 Online Competitive Multiplayer.”
No, that wasn’t a misprint. I’m so thrilled to officially announce what many of you have already assumed was true - the return of online team play in Madden with our new feature called “MUT Squads”. MUT Squads brings what you loved about online team from the past and blends it with the team building power and limitless lineup combinations that are offered in Madden Ultimate Team.

Let’s get into some specifics. Every MUT Squads games will start 3 vs 3. You do this by clicking on the MUT Squads tile inside of Madden Ultimate Team and entering the MUT Squads lobby. Here, you can invite your friends to go into game together or by entering matchmaking on your own where we will pair you up with two other players. To be perfectly clear, no matter if it’s just you or one other friend in the MUT Squads lobby, we will find the additional players it takes to enter a MUT Squads game.
There’s also another very important decision to be made while in the MUT Squads lobby, and this is where we really start to differentiate ourselves from previous iterations of online team play, you must choose one of three roles. The three available roles are Offense Captain, Defense Captain, and Head Coach. Each role is uniquely crafted so let’s dive in a little deeper on each one of those.

Offense Captain:


Brings in all players from Offense and Special Teams for that user’s MUT Lineup
Brings in the offensive playbook and calls every play on Offense
When on Offense, you control the QB at the start of every play
However they are not player-locked to the QB post-snap. If you call a run play and neither of the other two human-controlled players are on the HB, the player controlling the QB will immediately switch and become the ball carrier
Controls all audibles and adjustments on Offense
When on Defense, the user can control any of the 11 players on the field not controlled by another user
There is no locking into only linebackers, defensive line, or secondary


Defense Captain:


Brings in all players from Defense for that user’s MUT Lineup
Brings in the defensive playbook and calls every play on Defense
When on Defense, the user can control any of the 11 players on the field not controlled by another user
There is no locking into only linebackers, defensive line, or secondary
Controls all audibles and adjustments on Defense
When on Offense, the user can control anyone besides the QB at the start of any given play

Head Coach:


Brings in the Head Coach, Stadium, and Uniforms for that user’s MUT Lineup
Calls timeouts and determines the results of penalties for the Squad
When on Offense, the user can control anyone besides the QB at the start of any given play
When on Defense, the user can control any of the 11 players on the field not controlled by another user
There is no locking into only linebackers, defensive line, or secondary


As you can tell, the Head Coach role has a little less responsibility in your MUT Squad on the field. We have found this role is perfect for your friends that may be newer to Madden Ultimate Team or aren’t ready for the challenge of calling plays, but still want to experience cooperative Madden. For your more experienced squads, you can pass around Head Coach responsibilities. While the Head Coach may not be bringing in the players, it will still be important to make sure all three players on a MUT Squad are on the same page and working together to come away with the victory.

Now that you understand the roles, you’re ready to jump into game. As I mentioned earlier, each game will start off 3 vs 3. In the event that a player must leave early before the session is completed, the game will continue on and the role of the player who left will be transferred to someone else still left in the game. For example, if your Offensive Captain leaves early, the play call and QB responsibilities will move to the Head Coach and everything else stays exactly the same and the game is still able to be played to completion.
There are quite a few new gameplay mechanics that have been designed with MUT Squads in mind but those details will have to wait for another blog. Just know that it’s never been more fun to play the skill positions like it will be in Madden NFL 18!
Like what you hear but you just can’t wait for Madden NFL 18 to drop on August 22nd? Well you’re in luck. MUT Squads will be fully playable on the floor at EA Play in Hollywood, California from June 10-12. Swing by and grab the sticks and ask one of us any questions about Madden you have. And speaking of answering questions, we’re going to do another Reddit AMA (ask me anything) at 4pm EST on June 2nd. This AMA will specifically focus on MUT Squads and will be an opportunity for us to clear up any questions that may come up after reading this blog.
Free EA Play Tickets: http://bit.ly/2rNWLyU

Thanks for reading all the way to the end but now it’s back to the grind. I have more routes to run and passes to pick off.

Retro
06-12-2017, 11:53 AM
First impressions from Madden 18 posted at Operation Sports. If you like Madden but wait (on Xbox) for it to hit the vault, you may want to actually buy it this year.

http://www.operationsports.com/madden-nfl-18-impressions-ea-play-millennium/

Retro
07-21-2017, 11:36 PM
http://www.youtube.com/watch?v=PggyBaVRm_c

Full details on play styles (http://www.operationsports.com/full-details-madden-nfl-18-game-styles-arcade-simulation-competitive/)

Full details on new passing mechanic (http://www.operationsports.com/full-details-madden-nfl-18-target-passing/)

Full details on WR/DB interactions (http://www.operationsports.com/full-details-madden-nfl-18-wrdb-interactions-mechanics/)

Retro
07-27-2017, 11:36 PM
MADDEN MECHANICS: COMMUNITY REQUESTS ADDRESSED
Madden NFL 18 delivers many new features. There’s Longshot, Game Styles, Coaching Adjustments, and Target Passing, to name a few. But along with all these features, we also wanted to improve the game on all fronts.
With that, here’s a list of some of the Madden community’s most-requested tweaks, and how they were improved.


Off-Ball Injuries

When playing Simulation, players not directly involved in the tackle can be injured. This includes offensive and defensive linemen. You'll want to stay on top of the injury report. When an off-ball injury occurs, you won’t see an injury animation on the field – only the injury notification under the scoreboard. In some cases, you may see the injury notification after the play, but before the sideline can report on the severity of the injury. The player may have already returned to the game.


Ballhawk Skill Mechanic

Users on defense can no longer hold 'Y'/Triangle for the entire play on defense and expect to make the interception. Ballhawk is now a timing-based skill. If the button is held down or pressed for too long, the defender will receive a heavy penalty to his chance of making the catch, and will likely drop the ball. You'll see a user-skill notification pop out of the scoreboard to tell you if the mechanic was timed correctly or not. Quarterbacks can also fake out user defenders holding ball hawk with a pump fake.


Hit Stick Skill Mechanic

Hit Stick has been moved back to be exclusively on the Right Stick. Defenders will no longer be able to use the Aggressive Tackle mechanic on X/Square to land hit sticks. It's now based on timing and facing angle, with more risk and reward. It also brings back the ability for low, or high hit sticks by flicking the stick down or up respectively. Landing a hit stick will be accompanied by a controller-rumble and unique tackle audio.


Ball Carrier Special Moves

Every one of the ball carrier special moves – such as Juke, Spin, and Hurdle – has been updated in Madden 18. The moves are faster and more efficient. The moves are also less punitive in terms of fumble chances and, most importantly, user-controlled players on defense can now be faked out as effectively as AI-controlled players, especially when attempting to Hit Stick.




Dropped Interceptions

Dating back many years, one of the top competitive complaints was around defenders dropping wide open interceptions. With the Competitive Game Style, if your defender has a good Catch rating and is open, there will be a significantly higher chance the interception will be caught. Keep in mind, you’ll still see dropped interceptions in this scenario if the defender’s Catch rating does not meet the threshold. Catches in traffic can also still result in dropped picks.


The Swerve

Last year, an exploit was uncovered that allowed receivers to “swerve” defenders out of position to play the ball. The team has fixed several assignment and positioning issues to ensure that this tactic is no longer effective. Defenders will play the ball effectively, instead of locking in with the receiver.


Curl Flat Zones

Another top community request was Curl-Flat (purple) zones. Curl-Flats would crash to the flats and leave deeper routes open down the sideline. We implemented a new rule called “No Cover Zone,” where underneath defenders won't jump routes five yards and under.


Fumble Recovery

A big legacy issue we focused on was fumble recoveries. We eliminated the extended piles where nobody can recover the ball. You will see much faster reactions to the ball on the ground, and players have an improved ability to grab the ball when it gets close to their hands.


User-controlled LBs

Users controlling a linebacker were able to take away most routes over the middle of the field in the past. We made some alterations to defender run curves and turn rates to ensure that only elite defenders are capable of making these types of plays. Lower-rated defenders will not be able to take away the middle of the field as effectively.


RAC Drops

Dropped open RACs was one of the biggest technical issues we dealt with on Madden 17. Our online team worked on this area extensively with the gameplay team to ensure the problem is resolved in Madden 18. We also did a lot of tuning to the organic knockout system, to ensure fewer cases of dropping a catch due to collision once the ball has been secured. Our QA team has spent countless hours of online testing to ensure we deliver expected outcomes.


Hard Flat Zones

The community stated that they wanted hard flats to play the flats more aggressively. We did some work on their logic so they do a better job of reading the route progression and taking away throws to the flats.


AI Defenders Swat vs. INT

Another top competitive community request was to remove outcomes where defenders would swat down what would have been an easy interception. On Competitive only, defenders will now always go for the INT on an open read on the ball.


Directional Control of RAC Catches

Since the implementation of the RAC catch, a player running out of bounds on a throw to the flat was a common occurrence. This year, we added branch out windows that allow you to steer the exit angle of your RAC catches. Simply push the left stick in the direction you want to exit the catch while in the RAC animation. Throwing towards the sidelines, push up on the left stick during your catch to immediately turn upfield and avoid running out of bounds.


Size and Weight Factor

The formula used to determine the outcomes of Hit Sticks and impact blocks will now use weight and momentum of the players involved in the interaction. You will see far less instances of smaller players successfully landing a hit stick on bigger ball carriers, or wide receivers impact blocking bigger linebackers, especially when not moving with enough speed to make a big hit.


OT in Play Now Games

Offline Play Now games now use playoff OT rules rather than regular season OT rules.


Low-Rated QB Accuracy

Complaints about lower-rated QBs being too accurate have been addressed with a new inaccuracy system. Expect to see more inaccurate throws from lower-rated QBs, especially on simulation play style. These inaccurate passes have new placement modelling, ensuring you will see a wider variety in how throws are missed.


Defense in Practice Mode

When a user is on defense, in Practice, the AI will not snap the ball if it senses the user making defensive adjustments. This gives plenty of time to practice exotic defensive setups without having to be worried about the AI quick-hiking them.


Slower Players Catching Faster Players

The game in the past could create scenarios where ball carriers on breakaway runs could be caught from behind by defenders with lower speed. We were able to solve this long-standing legacy issue with some key changes to defensive run curves and stamina.


Position Specific Defensive Hot Routes

The hot routes available for defenders at the LOS are now position specific to each player on the field. Users should now see defensive hot routes that make sense for the position they are hot routing. This change provides a variety of new tools they can use to adjust their defenders when at the LOS. A breakdown of the new defensive hot routes on a per position basis is shown directly below.

Notes – If a safety is subbed in via formation package, or formation sub to an outside cornerback position, he will get the outside cornerback hot route set.
If by alignment an outside cornerback was to align inside over a slot receiver, he is considered a slot DB. Therefore, he'll get the slot defensive back hot route set.


Defensive Hot Route Key By Position

Outside DB

Outside Third Deep Zone (Cover 3 Deep Outside Deep Zone)
Cloud Flat
Hard Flat
Soft Squat
Man Coverage
Blitz
Deep Half Zone (Cover 2 Invert zone)
Outside Quarter Deep Zone (Outside Cover 4 Deep Zone)


Slot DB

Seam Flat
Vertical hook
Hard Flat
Curl Flat
Man Coverage
QB Spy
Blitz
Bluff Blitz


Deep half safety

Deep Half Zone (Cover 2 Deep Zone)
Hook Curl
Inside Third (Cover 3 Middle Deep Zone)
Curl Flat
Man Coverage
Blitz
QB Spy
Inside Quarter Zone (Inside Cover 4 Deep Zone)


Deep middle safety

Deep Middle Third Zone (Cover 3 Middle Deep Zone)
Middle Read Zone
Outside Third Deep Zone Left
Deep Half Left
Man Coverage
Blitz
Outside Third Deep Zone Right
Deep Half Right


Inside linebacker

Middle Third Deep Zone
Middle Read
Hook Curl
Curl Flat
Man Coverage
Blitz
QB Spy
Bluff Blitz


Outside linebacker and four-man line DE

Seam Flat
Vertical Hook
Hard Flat
Curl Flat
Man Coverage
Blitz
QB Spy
Bluff Blitz


Defensive tackles and three-man line

Vertical Hook Left
Vertical Hook Right
Hook Curl Left
Hook Curl Right
Man Coverage
Blitz
QB Spy
Bluff Blitz

Retro
07-28-2017, 01:23 PM
Coaching Adjustments was a popular feature in our NCAA Football series. It now makes a debut in Madden NFL 18.
For those of you who’ve played NCAA Football, you'll recognize elements of this feature and will have a general idea of how it works. But, there are some key additions and updates we've made specifically for Madden.
The Coaching Adjustments option is located on the front page of the play call screen. This is for both offense and defense. Once the user selects the Coaching Adjustment option, they'll be taken to the next page, which contains the list of Coaching Adjustments available for the side of the ball they’re playing.
By default, each adjustment is set to Balanced. This means standard gameplay conditions apply based on the mode the user is in. Here's the complete list of Coaching Adjustments, as well as the descriptions on what they do.
Defensive Adjustments


Auto Flip Defense

On - The CPU will flip your defensive play to best match the offensive formation
Off - Disables auto flip defensive play call


Ball In Air Defense

Play Ball -- AI will play the ball in two-man catch situations

Pro: Increased chance of an interception
Con: Increased chance of WR catching ball and increased chance of a broken tackle


Play Receiver – AI will play the receiver in two-man catch situations

Pro: Decreased chance of a broken tackle
Con: No chance of an interception


Swat Ball –AI will attempt a swat in two-man catch situations

Pro: Increased chance of knocking out ball
Con: No chance of an interception



Option

Conservative

Pro: Focused on QB on the option
Con: Dive and Pitch left open on the option


Aggressive

Pro: Focused on the Dive and Pitch on the option
Con: QB left open on the option



Pass Rush

Conservative

Pro: Outside rushers play QB Contain and AI defensive line will look to swat passes
Con: No Jump Snap bonus and more time in pocket for QB


Aggressive

Pro: AI pass rushers will attempt to jump the snap
Con: Higher chance of off sides penalty versus hard count
New Addition: Pass Rushers also see an increase in fatigue



Strip Ball

Conservative

Pro: Lowers break tackle chances
Con: AI will not attempt to strip


Aggressive

Pro: Higher chance for AI to attempt a strip for a higher fumble chance
Con: Higher chance of a broken tackle and face mask penalty



Tackling

Conservative

Pro: AI defenders tackle conservatively
Con: Increases chances of allowing yards after contact


Aggressive:

Pro: AI defenders attempt Hit Stick tackles for higher fumble chance
Con: Higher chances of missed tackles



Offensive Adjustments


Ball Carrier

Conservative

Pro: Ball carrier protects the ball, decreased fumble chances
Con: Decreased ability to break tackles


Aggressive

Pro: Higher chance of triggering auto break tackles
Con: Increased fumble chances



Blocking

Conservative:

Pro: Decreased chances of holding penalty
Con: Hold blocks less for run and pass


Aggressive:

Hold blocks longer for run and pass
Increased chances of holding penalty



Deep Pass Catching

Conservative:

Pro: Receivers will attempt a RAC catch, increases run after catch chances
Con: Increased interception chance


Aggressive:

Pro: Receivers will attempt an Aggressive catch
Con: Decreases run after catch chance



Intermediate Pass Catching

Conservative:

Pro: Receivers will attempt a Possession catch
Con: Decreased run after catch chance


Aggressive:

Pro: Receivers will attempt a RAC or Aggressive catch
Con: Increased chances of ball being knocked out



Cornerback Matchups
Cornerback Matchups is a Coaching Adjustment that allows the player to set what criteria they want to use to determine which wide receivers their CBs matchup against. Cornerback Matchups work for both man and zone defenses. To maximize the effectiveness of this feature, users ideally want to make sure the number of CBs on the field is equal to or greater than the number of WRs.
If, for example, the offense has more receivers on the field than cornerbacks, the CBs will still follow the matchup criteria set by the user. But only the CBs who are projected to matchup against a WR will swap positions with one another.
The options the user has available are:


By Overall – Highest-rated cornerback will matchup vs. highest rated receiver
By Speed – Fastest cornerback will matchup vs. fastest receiver
By Height – Tallest cornerback will matchup vs. tallest receiver
By Route Running – Highest-rated man coverage cornerback will matchup vs. highest rated route run receiver
By Depth Chart – Matchup based on cornerback's depth chart position vs. receivers overall rating

By Depth Chart gives the user the ability to set specific cornerbacks to a specific receiver. For example, if a user wants their highest-rated cornerback to matchup vs. the second highest overall-rated receiver, they can simply go to the team depth chart and place their highest rated cornerback into the CB2 slot.
AI Usage and Game Styles
Coaching Adjustments are available with all Game Styles and all play modes except for Practice. Therefore, when a Coaching Adjustment is set, the assumption is that the user is willing to accept the inherent risks and rewards of that Coaching Adjustment. Penalties and other various outcomes can occur as a result of a Coaching Adjustment in any game mode.
An added element is that the AI in the Simulation game style will use Coaching Adjustments. When the AI uses a Coaching Adjustment, and if that adjustment had an impact on the play result, a drop-down banner will appear under the in-game scoreboard HUD displaying the adjustment that triggered.
The Coaching Adjustments that the AI will use are:


Ball Carrier Conservative

When ahead, late in the game, and running the ball in an effort to keep the clock running


Cornerback Matchups

By Overall rating, when it has a cornerback on its team with at least a 90 OVR, and the offense has a receiver with at least a 90 OVR


Pass Rush Aggressive

In certain passing situations.


Strip Ball Aggressive

When trailing late in a close game, when the offense is trying to keep the clock running


Strip Ball Conservative

During late-game, two-minute situations, when ahead


Tackling Aggressive

In some short yardage situations, also late in games when trailing in a close game


Tackling Conservative

During late-game, two-minute situations, when ahead