----------------------------
---- MADDEN 11 WISHLIST: ---
----------------------------
GENERAL GAMEPLAY WISHLIST:
--------------------------
1.) Being able to assign double team blocking to defenders from the "Coaching" menu during a game (similar to the "Defensive assignments" screen in this year's game).
2.) Blocking hot routes and setting double-team blocks at the line of scrimmage. For example, if I line up against a 3-4 defense and read an outside blitz, I should be able to "hot route" the guard on that side to pull out and block the blitzing LB rather than risking that the guard will just sit in the middle of the pocket while my QB/RB gets chased down from the outside.
3.) Do not disable the play clock runoff inside the 2-minute warning. In fact, this is the part in the game where that run-off is most needed, so that players actually HAVE to run a hurry up offense, and can't simply go to the play-call screen after a big and pick a play in 5 seconds rather than have to wait 8 or 10 seconds for their players to run up to the line.
4.) Add some AI customization options for things like run/pass playcalling ratio, defensive play-calling aggressiveness, amount of substitutions, and so on.
5.) Instead of a 15 second play clock run-off, how about just running the play clock down to 18 seconds. Often, I get my play clock run down to 13 seconds, and that is just not enough time. Especially if I want to do things like call hot routes or put a player in motion (I have to scroll to him, then move him, then wait for him to get set).
6.) Improve offensive pre-play motions. Why does it take 7 whole seconds for my weak side on-the-line of scrimmage wideout to motion three steps to the inside of the field and then get set again. Trying to do this motion is very useful for running outside run plays, screens, and draws, but half the time results in a delay of game because it takes the same amount of time for the WR to get set as it would if he had run all the way across the field (the play clock being run down to 13-15 seconds on all my plays doesn't help either).
7.) Get rid of that irritating delay before the "fight for the fumble" mini-game begins. Sometimes it seems like a player is laying on the ball for 2 or 3 whole seconds before the mini-game starts.
8.) Add about 3 to 5 more seconds before an AI QB snaps the ball to give the human player slightly more time to read the offense and make any adjustments.
9.) Better representations of the 3-4 defense both on-the-field and in terms of depth charts and team management.
10.) Have the kicker actually stay back on kickoff coverage. In the current game, the kicker runs down the field and sometimes is the first to hit the returner. the kicker should be staying back as a safety and pursuing from left to right, not up the field.
11.) More trick plays and special teams variety. Add some kickoff and punt reverses, wall blocking, or designed lateral plays (Music City Miracle, anyone?)
12.) Some teams (specifically, the Titans and Eagles) have started using college-s-t-y-l-e-s option plays. I would like to see these added to Madden's playbooks.
13.) Injuries that are actually based on what happens to a player during a play, rather than being random. Players that get hit in the head should have increased chances of suffering concussions. Players that get wrapped up around the legs should have increased chances of suffering ankle sprains or knee sprains. A running back with low strength and stiff arm skill could have an increased chance of injuring his arm attempting to stiff arm a really good defender.
14.) Allow us to pump fake on Draw plays before handing off the ball, or have the QB pump fake with his empty hand after handing off the ball.
AI WISHLIST:
------------
1.) Base players' abilities on their actual stats regardless of the difficulty level. Don't make my blockers stupid and run around in circles when the difficulty goes up. Blocking should remain competent regardless of the difficulty level. Just improve defensive reaction time, pursuit, block breaking, coverage, and tackling.
2.) Get rid of the irritating "Catch Up" AI in which an AI offense goes exclusively to the pass and becomes unstoppable. Additionally, when the AI does catch back up or takes the lead, do not leave them in "Catch Up" mode. Too often, I will take the lead by 2 or 3 scores, and the AI will start killing me in the pass for the whole rest of the game and NEVER go back to the run (even if they go up by 2 or 3 scores).
3.) Have the AI run the ball more and stick with the run longer. Also, if the AI is having trouble running, and goes to the pass, have them run more short ball-control passes rather than trying to go down the field for 15 to 25 yards on EVERY passing play.
4.) Better pursuit angles by defenders (especially for the human-controlled team), and better outside containment by linebackers and defensive ends. The AI has way too easy of a time getting to the outside, even if I am playing a "Contain" play or audible a linebacker to play a flat zone.
5.) Make receivers (especially on the human-controlled teams) more aggressive at going for the ball when its in the air. This lack of agressiveness makes curl routes and quick-hitches almost unuseable because the receiver never comes back for the ball and the AI DB just steps in front and knocks it down or picks it off.
6.) Get rid of the AI DB's remarkable ability to intercept passes without ever looking back for the ball. If the DB is chasing down a WR and never sees the ball, the best he should be able to do is put his hands up and blindly try to knock it down (or run into the WR and get a PI penalty).
7.) Better blocking on Draws and Screens. Every time I run a draw, the AI defense never even looks like it is reacting to the pass fake. Additionally, letting us pump-fake before handing off the ball on a draw would be another nice addition. In screens, blockers should at least hit the guy in front of them for a second before pulling out to block on the screen. Too often do my linemen just let the defenders through without being touched, and they outrun my QBs drop back and sack him. That should still happen, but it should be very rare.
FRANCHISE WISHLIST:
-------------------
1.) Bring back Preseason player progression! Especially for younger players and free agents.
2.) Improve Preseason AI substitution logic. Instead of swapping the no.1 and no.2 player in each position, remove the number 1 player from the depth chart altogether (and in the case of WRs, DBs, DTs in the 4-3, and ILBs in the 3-4, remove the 2nd player too). That way, the backup getting injured or tired, doesn't result in the starter being subbed right back into the game. Also, have the AI start subbing in 3rd and 4th string players in the 3rd and 4th quarters.
3.) Base Depth Charts on the schemes of the team. For example, a team that runs a 3-4 defense should have a position for Nose Guard, and both the top 2 Inside LBs should be considered "starters" (maybe even have a separate slot for Right ILB and Left ILB).
4.) Special Teams depth charts. I have had my starting defenders get injured several times on punt coverage and kick off coverage. Would like to have a whole depth chart dedicated to special teams players, and maybe even add kickoff/punt coverage as a player attribute. Also, some teams like to use their punter as a holder for field goals (rather than their no. 2 QB).
5.) Allow us to import a "Preseason" draft group from NCAA 11 that would be saved at the start of the respective season in NCAA 11. That way, we don't have to be a whole season ahead in NCAA in order to be able to import draft groups. Additionally, allow us to update the draft group during the season to see how the scouted player is performing in the NCAA game. Alternatively, maybe just have the Madden save file read the NCAA save file to get a list of scoutable players and their stats (but that might be complicated).
6.) Weekly game planning. Between games, allow us to view in depth information about our upcoming opponent, including their play-call tendencies and success rates with those play calls, projected depth chart, player stats, situational play calling tendencies (i.e. do they run or pass on third and short, etc). Allow us to practice against the opposing team's playbook (with emphasis on their most commonly-run plays) and maybe even give our team an awareness and play reaction boost if we do well in practice. Duplicate the "Defensive Assignments" so that it can be set before the game (rather than only in the game), as well as adding options to set double team coverages, double team blocks, and so on. It would also be VERY cool if we could customize our playbooks based on our next opponent. So if we see that they like to run a very aggressive defense, we can swap out some of our runs and passes for Draws and Screens to take advantage of that aggressiveness. And if we notice that they have a QB who likes to scramble (McNab, Young, etc), we can swap out some of our man coverage defenses for zones, contains, and QB spy plays.
7.) Have players get minor, but lingering injuries that persist over mutliple games (or even multiple seasons, like Brett Favres tendonitis or whatever he had) and can hamper their ability. In some cases, perhaps these injuries can prevent the player from practicing during the week, but still let him play in the game (but with reduced awareness and play recognition since he wasn't practicing). Each week, the medical staff would have to judge how well the player's condition is, and may or may not clear him to play. Additionally, the quality of the medical staff that you hire could reduce the severity of these injuries and lead to shorter recovery times and better performance in-game by players who have a minor injury.
8.) In addition to having lingering injuries, allow players to become injured during weekly practices (whether the user plays the practices or not). These injuries should be somewhat rare and almost never serious, but might take a player out for a week or two, or let the player be playable for the game, but with the risk of making the practice injury worse.
9.) Include more players in the Draft c-l-a-s-s imported from NCAA. If a player doesn't get drafted, make him a free agent or delete him from the game if his rating is too low. Too often, I have players that graduate in my NCAA Dynasty that I want to see how they do in Madden, but they aren't saved in the draft c-l-a-s-s because only 15 or 25 players from the whole NCAA are saved in any given position. For example, UNLV wide receiver Ryan Wolfe (despite being an All-American caliber player) was not saved in my NCAA draft c-l-a-s-s).
ONLINE WISHLIST:
----------------
1.) If Player A Quits an online game against Player B (player A goes into the pause menu and selects "Quit"), then Player A should ALWAYS get credit for a loss (forfeit) and gets a DNF. If Player B is winning when Player A quits (or the game is tied), Player B should get credit for a win. If Player B is losing at the time that Player A quits, then Player B should not get a win or a loss. If one player is disconnected (accidental disconnect), then the player who was winning at the time should still get credit for the Win, and the player who was losing should not get a win or a loss. Continuing against the CPU should not give either player a win or a loss. If Player B offers Player A a friendly Quit and Player A accepts, then Player A should get a loss (but no DNF), and Player B should get a Win (and no DNF). Player A should have the option to request a friendly quit from Player B. If Player B accepts, then Player A should not get a loss or a win and Player B gets a win (neither gets DNF). That way, if Player A has to leave due to an emergency, he can ask to leave without having to take a loss. But the bottom line is, anytime a player willingly quits without the permission of the other player, that player should get a Loss!
2.) Default Quarter length for ranked games should be full 15 minutes with Accelerated play clock ON (including inside the 2-minute warning). Unranked games can default to 7 minutes and be customizeable on the session screen.
3.) Be able to view the profiles of online players so that you can select players with similar play s-t-y-l-e-ss and preferences rather than being randomly matched with someone you don't know. Unranked games should be able to be filtered by your play s-t-y-l-e-s and preference. Ranked games will stick you with another player regardless of their play s-t-y-l-e-s and preferences.
4.) Add a "Sportsmanship" rating similar to NCAA 10 and let players filter opponents by their sportsmanship scores.
5.) Balance the game so that the running game is actually useable in online games. And with the increased quarter lengths, we would probably see an increase in balanced play-calling from most players so that the games will go faster.
FEATURE WISHLIST:
-----------------
1.) In the "Madden Moments" historical scenarios, use a roster and depth chart from the season that the Madden moment comes from.
PRESENTATION WISHLIST:
----------------------
1.) Now that referees are in the game, make them more active and involved in the game. i.e. have an animation of the referee(s) throwing the flag when a penalty occurs, picking up and placing the ball between plays (especially in the Hurry-up offense), rotating their arm after a play to indicate that the clock should run, getting in the way of defenders or runners, the umpire attempting to duck under throws in the middle of the field or being hit with and deflecting the ball on passes (very rare),
2.) Actually show the correct jersey numbers of the players on the sidelines.
3.) show the actual coach model on the sideline during gameplay rather than just generic coaches.
4.) Animate the crowd in the stadium to have people doing more variety of things, such as walking up and down the aisles. Maybe even add food and drink vendors walking through the aisles.
5.) During gameplay, have the view on the jumbotrons use the "Presentation Camera" regardless of the camera angle being used for the game.
6.) Custom Stadium music.
7.) Allow female players and coaches to be created. I know there aren't any women in the NFL, but the Franchise mode lasts 30 years! How do we know a woman won't make it into the NFL or become a head coach by that time? It might also attract more female football fans and gamers to play the game.
ACHIEVEMENT / TROPHIES:
-----------------------
1.) Remove all Quarter Length requirements for obtaining Trophies. Also, since the game uses the Madden IQ (dynamic difficulty), the difficulty level requirements for the Achievements/Trophies should also be removed.
2.) More Achievements / Trophies for accomplishments in Career modes (i.e. "Win a Super Bowl", "Have a player on your team be awarded League MVP", "Have a perfect 16-0 regular season record", "Have a perfect 19-0 record", etc.).
3.) New Achievement / Trophy ideas:
- "Win a Super Bowl" (in Franchise or Superstar Mode).
- "Load up the Mayflowers!" (Relocate a team in Franchise Mode to a new city).
- "Special Teams Master" (Return a Kickoff, Punt, and Missed Field goal for a touchdown in the same game).
- "Joe Montana, eat your heart out" (Come back from at least 11 points in the fourth quarter to win a Super Bowl in Franchise or SuperStar Mode).
- "Send in the Backups!" (Win all four Preseason games in a season without playing ANY starters in the second half of any game).
- "No pain, no gain" (Score a touchdown with an injured player).
- "Swept the Division" (Win every divisional game in one regular season in Franchise or Superstar mode).
- "Just like in college" (Score a touchdown with an Option play in any gameplay mode).
- "Working Overtime" (Play a full season in Franchise mode with more than one active team, playing every game that every selected team plays).
Log in to comment