Madden 22 Community Feedback Changes

Madden 22 EA Play Trial

Following the Madden 22 Community Playtest, EA has released a set of Gridiron Notes to address some of the feedback. The following notes cover catching, player movement, Franchise, and more. Check it all out below.

NOTE: ALL COMMUNITY FEEDBACK INFO BELOW COMES DIRECTLY FROM EA SPORTS MADDEN 22

Madden 22 Community Playtest Feedback

Catching

DEV NOTE: There was a lot of work done on catching that did not make either of the Playtest builds, so we were anticipating some issues with catching, and players definitely noticed them. There may not be a more important system in Gameplay than catching, and in that vein, players will experience a lot of improvements to jump height logic that gives players more appropriate catch radiuses, and there’s also more logic that increases catch aggressiveness for both offense and defense at the catch point.

One really important additional change we want players to be aware of is that holding Y/Triangle to play-ball on defense in Madden NFL 22 will carry more risk. Because there are less multi-player catches being used, defenders playing the ball have more chances to miss the ball, whereas the range for swats has been increased, making the swat mechanic the more conservative, but safer play on defense compared to always going for the pick.

Player Movement

DEV NOTE: With a lot of players experiencing the current console generation for the first time (Xbox Series X|S, PlayStation 5), the feedback towards Next Gen Player Movement was very polarizing for the second year in a row.  After many years on Xbox One and PlayStation 4, we know how big that adjustment is for players, but we are confident that a more realistic movement system that is using data straight from the NFL is what’s best for our players and for the future of Madden NFL.  We will continue the quest to make the game as real as being on the field. The feedback on this topic was almost evenly split between like and dislike.

That being said, we will continue iterating on Next Gen Player Movement, and some of the specific issues players called out have been tuned and improved. One frequent example mentioned from the playtest was a desire for bigger, heavier players to show more differentiation in speed than smaller, faster players. We’ve done some tuning to widen that gap between the fastest players in the league and everybody else.

However, two important pieces of the movement equation that we want to mention is that acceleration and change-of-direction are just as important as speed. The acceleration rating (ACC) controls how long it takes for a player to reach top speed and the change-of-direction (COD) controls how long it takes a player to turn, while the speed rating (SPD) controls how fast a player runs when at top speed.

With a relatively small ratings-range within the acceleration rating, where there’s a bunch of players between 80-84 acceleration across many positions, from defensive line to receiver, some bigger players will still reach their top speed faster than some smaller players with lower acceleration ratings. However, the bigger players with lower COD ratings will be slower when turning and cutting, regardless of their SPD and ACC ratings.

Game Stability

DEV NOTE: Week 1 of the playtest had some serious stability issues for some players, and most were fixed for week 2, and all have been fixed for launch. One of the most valuable aspects about the community playtest is identifying some of these hard-to-find crashes and softlocks across the game and getting them fixed so they don’t impact players when the game is launched. Here’s where we want to say THANK YOU to all our players who participated in the playtest. Your BIGGEST contribution was finding and reporting these issues so the team could quickly get them fixed! We will continue to react to stability feedback during and after launch to ensure the game delivers the best possible experience to all players.

Top Bugs/Suggestions from Madden 22 Playtest

The following bugs have been fixed for launch:

DEV NOTE: We will not launch with this unique formula for Online Ranked Head-to-Head or Ultimate Team Head-to-Head. We have a formula specific for competitive games that’s currently being tested, and we also want player feedback from the base formula after launch so we can make further adjustments to get it completely dialed in when we deliver it in a title update.

DEV NOTE: We have made an effort to make the pass rush heavier across all modes to get more realistic time in pocket and have the pass rush play a bigger part of balancing the game. We did this by unlocking non-engaged moves for AI-controlled pass rushers on the edge. These non-engaged moves are the speed rushes introduced in Madden NFL 21 for user-controlled pass rushers.

However, we did add some additional levels of tuning to edge rush, specifically so that the ratings match-up of the blocker vs. defender is more heavily differentiated than in the playtest, to increase the win-chance for really good pass blockers and decrease the win-chance for lower-rated pass rushers.

DEV NOTE: To further balance the increased pass rush in Madden NFL 22, we’ve added some logic specific to the Competitive game style so that it will be very difficult to get consistent pressure when rushing three or less, especially vs. double teams.

DEV NOTE: For launch, we are distributing the Gunslinger ability to more QBs. We will continue investigating ways to improve QB releases for future title updates, while still ensuring that QBs are properly differentiated and that all QBs cannot make every throw that elite QBs can.

DEV NOTE: Contain animations now goes deeper into the backfield; more conservative pursuit angles to keep contain after disengaging away from blocks.

DEV NOTE: These abilities have been tuned and reworked to function more effectively.

Franchise Feedback

Franchise received more ideas and suggestions than any other mode, and we greatly appreciate the community’s consistent passion, engagement, and feedback. Detailed here are some of the main areas—as well as a list of supplemental adjustments—that the team made based on specific feedback ahead of launch for Madden NFL 22.

Fatigue Tuning

DEV NOTE: We made improvements during the second week of the playtest and have continued to tweak the fatigue system since then. It is important to us to create meaningful decisions around Weekly Strategy that feel authentic and fair, and we’ll be soliciting more feedback from the community following release to ensure that fatigue plays a balanced role on a weekly and season-long scale. As in the NFL itself, fatigue will be progressive, functioning as less of a concern early on in the year and increasing in magnitude as your team gets deeper into the season.

Free Agency

DEV NOTE: We’ve taken multiple approaches to address the quality of offseason free agency and teambuilding, starting with the amount of money teams have. To create more opportunity for players, we’ve increased the amount of available cap space in the first two seasons as well as the base amount of cap room to start. These changes, along with logic updates to team spending logic and player valuation, will cause teams to engage with top players throughout the three offseason bidding weeks. A secondary goal of this tuning was to also increase the number of players that sign contracts in the offseason, while still maintaining authenticity in that some veteran players may not sign until the preseason.

Draft Classes

DEV NOTE: The way teams draft, the ratings of rookie prospects, and positional value are all nuanced discussion areas that the design team is constantly evaluating in the context of our systems. To this end, we are working on logic changes to allow CPU teams to make draft selections more appropriately.

Simulation Stats

DEV NOTE: We have tuned our simulation stats so that quarterbacks will have significantly more rushing yards along with other miscellaneous improvements to this area. The NFL remains unpredictable and evolves over time, so variation will always be part of the system, but league leaders are now more likely to be composed of players/teams that are among the best in their respective areas.

Madden 22 Additional Tuning, Fixes, and More


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