August 2022 - last edited August 2022
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August 2022
I didn't play the beta, but there are a few items I'd like to respond to.
1. Add Referees back to the Game/On the Field:
I can think of only one competitive reason to have referees on the field and that's the fact that you can sometimes get a natural pick from them in the passing game. Other than that, I'm really not sure why we'd want to spend development time on this when there are so many other things to fix.
2. Play Awareness - Too easy to run the same plays over and over again:
A. Logic added so that when defensive backs are playing in linebacker positions, they will have slower reaction time to the running game.
I appreciate this change for what it is. A band aid. It's not realistic. It's kind of a like the light box pancake rules that were just taken out.
I wish you guys would spend significant time balancing out the game so that it was more like real football and less like an arcade game that ignores football physics. Maybe next year you can just make it so defensive backs at linebacker get mowed down in the running game (especially the user) and then people will just stop doing this so much.
It's not lost on me that "on paper" Madden 23 appears to be moving in the right direction. But there's just so much more to do, and it's really tiresome to see the fundamentals of football ignored on huge aspects of the game year after year.
B. Adjusted the Corner Route in Bunch formations and the corner hot-route in the Hot Route Master and Slot Apprentice abilities to align with the other corner routes throughout the playbooks.
This change is long overdue and I applaud it. In the interest of balance this should really be happening with all routes though, not just corner routes. We're not going to achieve anything that looks like a balanced game until we rip up the foundation and start over. I think it's clear from what you guys are doing with the defensive logic, you just can't allow outliers and deviations. It's too hard to test, it's too hard to balance, and it's too hard to keep up with a moving target like that. Keep it simple.
C. Made improvements to man coverage pre-snap alignment vs. bunch formations
I'm assuming this means that man coverage players will no longer be on the same plain so they won't all bump into each other every time they guard a bunch set? I know there's some legacy logic built into DB coverage (i.e. banjo), but it's been broken in past years. So I guess I'm also hopeful that maybe that's been fixed to make some of these defensive plays actually work the way they're supposed to? (I'm thinking about Cover 1 Hole, just as one example).
3. Pulling Lineman are too slow/too indecisive
It looks like the intent with many of the run balancing changes is to allow the offensive ball carrier to "use" blockers more efficiently and force the defense to actually tackle them. This is instead of trying to "fix" the blocking for so many use cases that it may be impossible to ever get correct. If this is correct, I think it's certainly worth a try. I sounds like it might be much better than it's ever been so I'm excited to try it out and see how it works in practice.
One thing I'm very skeptical of though is the influence of the defensive user on the O-line AI, the ability to shoot the gap, and the ability to get back in coverage so quickly that play action passes can't work no matter how well the offense is running the ball. There's just so much that's wrong with the way the defense reacts to play action, and the way the user is still super human that I'm not sure making lineman speed up on pulls is all that important.
4. Man Coverage Fake-outs are too frequent:
I think Madden relies on stats way too much, and this subject is a great example of that. If the game is so simple that all you have to do is throw to the guy that has a 20-30 point advantage in a particular stat, what are we doing here? The NFL doesn't work like that. Yes there are certainly mismatches, but not throw to the same guy every play running the same route all game long mismatches. Unfortunately, there's just not enough emphasis on play calling and player skill in situations like "man coverage fake-outs" and other similar topics like fumbles and height advantage. It's not fun to have to get Randy Moss on your team for no other reason than that's the only way to compete. As good a player and as dominate as Randy Moss was, the guy NEVER won a Super Bowl. Which means he was stoppable even though he was better than anyone else at that position. We need to do a much better job representing that in Madden, and just tweaking the way stats influence that doesn't do justice to the game.
5. Too Many Fumbles:
As I was saying above, just tweaking the way stats (or in this case thresholds) influence that doesn't do justice to the game. What's the right balance on QB fumbles? Well I'm not sure what we're talking about. The average Madden player I watch doesn't step up in the pocket, rolls out unprotected every play, scrambles for extra yards without getting out of bounds, and tries to throw the ball deep on every play! Do you think maybe we'd see more fumbles from the QB if everyone in the NFL was doing that? I do. So why are we toning this down again?
I think we're missing a huge opportunity to teach players to be more risk adverse and use a little more common sense. Dumb play should equal turnovers.
6. WR’s should win more contested catches in mismatches:
I want big physical receivers to catch the ball against smaller defenders as much as anyone. But your solution sounds like you made it easier to perform high ball aggressive catches without giving the defense a tool to defend it. That's what I mean when I say that just tweaking the stats is rarely if ever a good way to balance this game. You can't min/max your way into balance, you have to design the game in a way that reduces the impact of the stats. In football that would mean that play calling and player skill would trump the OVR of the player making the catch. I don't hear that in your solution.
August 2022
August 2022
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