08-05-2021, 06:29 PM
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#4
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Live Action, please?
OVR: 20
Join Date: May 2003
Location: Santa Clarita, CA
Posts: 12,992
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Re: Madden 22 Podcast #6 : Community Playtest Feedback Changes Up Now
The Playtest was not a "Beta" i.e. it wasn't as close to being done as it has been in the past, it being a couple of weeks earlier in the cycle allowed them to implement more changes than they have before.
Next Player Movement will not be changed back, they believe in it foundationally, they will do some tuning of course, but will not make massive changes from what it is now.
Right Trigger is not speed boost, it is a acceleration boost, if you try to turn while holding it, you're going to get a "car turn", you have to let go to make quick efficient cuts.
In gen 3 and 4(this new gen is 5) they addressed so many issues by speeding things up, making it more twitchy, and that created unreasonable expectations in the player base especially on defense, i.e. taking away 3 routes with a MLB. Folks call the new movement, "slowed down" Clint prefers the term "more authentic".
Nick(seems to be a designer for abilities, and is the lead designer for gameday momentum) They're looking at ways to tune the Gunslinger since a lot of people feel that it's OP and too much of a Meta ability. They will wait to see how the other Metas develop(This is obviously more for competitive folks)
All the releases in Madden are faster than in real life.
Catching in the play test was very early in the tuning stage. Reiterated the decrease in 2 man catch animations, Clint warns that having more independent catching sequences means that those interactions will sometimes not look as fluid as the 2-man ones did, but the trade off is more control.
A lot work has been done for launch that will improve aggressiveness at the catch point for both offense and defense. Swatting on defense will be improved and is much safer than going for the pick all the time which will miss a lot more(I bet that a lot of Users will have a tough time with this because they always want to go for picks)
Tom(a producer) seem kind of like a competitive/User hegemony kind of gameplay guy I'm glad he's not in charge of gameplay.
They're trying to tune momentum for competitive mode differently, they're having a hard time balancing it for that mode, they don't have it in a good place for that mode. All the modes have different have momentum tuning, (it's not User facing.)
Playbooks were about 60% done for the second week of the playtest, all 32 teams will have both offensive and defensive playbooks updated for launch. They are planning to a update playbooks for every Title Update-Gridiron notes in few weeks to talk about the playbook stuff. Clint is excited to hear feedback from players on what's been added on the playbooks front.
Clint gave the same point about Dline stunts and twists that he did in the SGO interview, i.e. they don't want to add in and be just visual to check off the box for players, they actually want it to be really actually work well.
Franchise talk now
Made the default costs to upgrade talents much higher based off of feedback, basically 3 to 5 times more expense to start with.
Fatigue was tuned to be more realistic now, not as OP
Free Agency was tuned where teams are smarter with who they try to sign
Upped that salary cap in game to help mitigate the real life drop because of Covid.
Did some more tuning to draft classes with emphasis on top players having a good dev trait. Added a few more generators to the class to produce some more specialized players.
Did a lot super sim tuning especially in the area of fatigue and statistics. One the biggest updates in this area in years. Swami expects people to be pretty happy.
Working on coaching tree movement tuning.
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