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AALoA Madden Commish: the_EDJ
Madden co-commish: GoingCommandoAZ, King_Hippo72

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the_EDJ
NCAA 11, 12, 14; Madden 15, 18 Champ
NCAA 11, 12, 14; Madden 15, 18 Champ
Yards : 7619
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Madden NFL 19 Hype Train

on Fri Jun 08, 2018 1:58 pm
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Releases August 10th (7th for HoF Edition)

Pre-Orders

Standard Edition   |   $59.99
PSN Store Link   |   Amazon   |   Target   |   GameStop
>> Full Game
>> 1 Elite Player From Your Favorite Team (MUT)
>> 5 Gold Fantasy Packs (MUT)


Hall of Fame Edition   |   $79.99
PSN Store Link   |   Amazon   |   Target   |   GameStop
>> Full Game with 3 Days Early Access
>> 1 Elite Player From Your Favorite Team (MUT)
>> 12 Gold Fantasy Packs (MUT)
>> 1 of 5 Elite Legends Players (Hall of Fame Inductees) (MUT)
>> 1 Training Pack (MUT)
>> 1 Madden NFL 19 Cover Athlete Player (MUT)
>> 2 Custom Uniforms (MUT)

EA News Schedule

Enhanced ControlAt the base of these advances is Real Player Motion, designed to deliver hyper-realistic animations with a higher level of gameplay. The elevated animations bring incredible elements to the ball carrier control.
Real Player Motion: At the base of these advances is Real Player Motion, designed to deliver hyper-realistic animations with a higher level of gameplay. The elevated animations bring incredible elements to the ball carrier control.
Fan Favorite Celebrations: Vikings' Duck-Duck-Goose, Street Fighter's Hadouken, among others are in.
Push The Pile: Ball carriers will push forward, rather than get stuck and try to run around blockers.
Week of 05/28: Madden Ultimate Team (MUT)
Week of 06/04: Gameplay
Week of 06/11: Franchise
Week of 06/18: Presentation
Week of 06/25: Graphics
Month of July: Ratings

Previews

Operation Sports   |   Initial Reactions (CUSTOM DRAFT CLASSES)
Operation Sports   |   New Position Archetypes (THIS IS HUGE!)
Operation Sports   |   Hall of Fame MUT Choices
EA Sports   |   EA YouTube

Madden NFL Overdrive

Madden Mobile will relaunch under a new name on Android and iOS on August 15th. It promises new graphics and play styles, like live head to head action. This is just a MUT clone on mobile really.  I played a fair amount of Madden Mobile two years ago. I didn't touch it last year. It might be worth a look this year (probably not). It's crazy that our mobile phones provide better graphics than the PS2 era. You can play the current Madden Mobile to redeem packs in the new version later this year, and register for a kickoff pack if you want.
Click to Expand Reveal Trailer:
EA Sports   |   Overview


Last edited by the_EDJ on Sat Jun 09, 2018 2:34 pm; edited 2 times in total

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AALoA Commish  |  PSN: the_EDJ  |  twitchthe_EDJ  |  Madden League: Chicago Bears
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the_EDJ
NCAA 11, 12, 14; Madden 15, 18 Champ
NCAA 11, 12, 14; Madden 15, 18 Champ
Yards : 7619
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 19 Hype Train

on Fri Jun 08, 2018 10:12 pm
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Original Article

Our Reactions to the Initial Madden NFL 19 Info

So now that the first information on Madden NFL 19 is in the wild, what do you guys think?

Matt Llewellyn
Click to Expand Details:
Cautiously optimistic. The fact that some of the things addressed in the initial PlayStation blog pertained to refinements of gameplay have me excited. As we all know, gameplay is king and it seems like new senior producer Carlos Guerrero is bringing the high standards for gameplay he learned at Blizzard.

As for the actual features, I am curious as to what the “player positional archetypes” are. I feel like they may be something like the archetypes were like in NBA Live 18 — though that remains to be seen. MUT Squads being expanded to having user vs CPU games adds a fun touch to it and definitely more utility to the mode. Also, the addition of Solo Challenge Leaderboards is a smart addition for those of us who are more competitive and like to see how we stand against the rest of the world.

Finally, the return of custom draft classes to franchise is something that many of us have been hoping for. It’s just a taste of what could be more substantial changes to CFM. The most important thing that I see is more open communication, earlier in the pre-release period. What I hope is that we can anticipate earlier gameplay videos and more insight into what will be changed in Madden NFL 19.

Kevin Scott
Click to Expand Details:
I feel like any Madden fans who were hoping for the announcement of some kind of high-profile game-changing new feature in this first bit of info are likely to be a little disappointed, but they do have to remember that this is just the tip of the iceberg here.

Those who remember True Step Locomotion being introduced in Madden 25 are naturally going to be a little skeptical of Real Player Motion until they see it in action and can judge for themselves. But hopefully it can make running the ball more dynamic and intuitive.

I do like the idea of squads vs. CPU but I would have been more excited to see them announce instead that they are expanding squads even further to include 5 vs. 5 or even 7 vs. 7. Maybe next year though.

I’m sure anyone who plays franchise mode in Madden would have preferred to hear about something a little more substantial than player archetypes (like a complete overhaul of the mode, for instance), but considering the mode has felt somewhat neglected for a few years now, we’ll take any improvements we can get.

Joel Smith
Click to Expand Details:
After seeing what has been released to us so far, it seems like the Madden team may be taking some of the advice of its community a bit more seriously. I don’t personally play MUT or MUT Squads, so I can’t particularly speak to the features announced for MUT, but after playing MUT Squads at EA HQ last summer, which was fun, adding in players vs CPU was a good idea to expand on the mode. I hope there are some other changes that were made to keep things interesting here.

Three items also stood out to me as “things that make you think” as well. As mentioned by Kevin, True Step Locomotion was the next big thing a few years ago. Now, after spending the last few years running into or getting tripped up by my offensive line when trying to get skinny hitting a hole with my running back, I just felt that that was a problem that wouldn’t get solved. It sounds like that might all change with Real Player Motion (RPM). That and (hopefully) a bevy of other player movements will get fixed up to give us the realistic player moves, cuts and other on-field movement we’ve been hoping to see the last few years. This, to me, is a big deal because it’s definitely the difference that could really take the run game and other affected areas to new levels.

Secondly (and thirdly), it looks like franchise might *finally* be getting some love. This has my little old heart beating at Sean Taylor-like hit speeds. Customized draft classes is a big addition for this year. It’s going to add a whole new dimension to Madden, and will possibly allow players to re-create real draft classes — that’s huge for Madden. It is unknown yet if these will be shareable. Also, player positional archetypes looks like it’ll add more towards actual strategy and research when building your dynasty this year. As news comes out about that, it’ll be interesting to see what direction the Madden team is going with archetypes.

These intro pieces of information have me cautiously optimistic about Madden 19. It’ll be interesting to see what other changes will be coming in this year!

Kevin Groves
Click to Expand Details:
Custom draft classes and player archetypes are welcome additions/re-additions but the feature I’m most curious about is Real Player Motion. True Step mentioned by Kevin immediately comes to mind and and I can’t help but to think how disappointing it turned out to be.

Running the ball is probably the first thing that comes to most minds, but as a former WR/DB the effect on the passing game is what intrigues me. Footwork to beat press coverage, breaks coming out of routes and the the flip side, defending those routes is what intrigues me. Madden has suffered for quite some time at “sticking your foot in the ground and exploding out of breaks” so if RPM fixes that I’d be happy. I would also be ecstatic if it makes over to FIFA, but that’s just the soccer enthusiast to me.

Josh Houtz
Click to Expand Details:
The last time Terrell Owens was on the cover of a NFL video game, the year was 2004. NFL 2K5 just released and still to this day, remains one of the best representations of the sport of all time.

This year’s Madden will head in a different direction, with the departure of creative director Rex Dickson shocking the Madden community. With new vision, comes new hope and that’s exactly what football fans should have after the latest news. Hope.

One new feature that raises intrigue is Real Player Motion. Although it isn’t entirely clear what this feature entails, it sounds as though this new feature will give players better control with the ball in their hands. Players will be able to cut/stop/accelerate/spin/hurdle at the drop of a dime, which should make the overall experience better. Having the ability to explode through an open hole, as the defense watches helplessly is something I yearn for. This might be the year.

Another new feature that should get plenty of use is squads vs CPU in Madden Ultimate Team. Having the opportunity to earn rewards while practicing with your squad on or offline is huge, and should make it easier for teams to buy packs and other rewards.

Lastly, it finally appears that franchise mode will take precedence over some of the other modes in ‘19. Custom draft classes are finally back and will add realism to a mode that has been severely lacking it. I just hope that more time is spent on the overall feel of franchise mode and gives users a reason to want to put the countless hours into building a franchise.


Time will tell, but Madden 19 should give us a glimpse into the future of the franchise. An early August release isn’t too bad either.

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AALoA Commish  |  PSN: the_EDJ  |  twitchthe_EDJ  |  Madden League: Chicago Bears
avatar
the_EDJ
NCAA 11, 12, 14; Madden 15, 18 Champ
NCAA 11, 12, 14; Madden 15, 18 Champ
Yards : 7619
Swagger : 37
LocationOmaha, NE
Fave NFL Team : Chicago Bears
Fave NCAA Team : Nebraska Cornhuskers

Re: Madden NFL 19 Hype Train

on Fri Jun 08, 2018 10:28 pm
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Original EA Sports Article

MADDEN NFL 19 DEEP DIVE: MUT

Hello, Madden Fans!

It’s almost time to get your popcorn ready. You still have the opportunity to do sit-ups in the driveway. So hurry up and get fitted for that gold jacket because Madden NFL 19 has officially been announced and I’m thrilled to deliver the first bit of news. Madden Ultimate Team has some exciting things to share so let’s jump right in!

Player Upgrades

Click to Expand Details:
The design that drove the most amount of feedback in MUT 18 was unquestionably Power Up Players. It allowed you to have the most powerful version of a player, but it came with some limitations that we could not handle without additional development. We definitely heard and understood the feedback and invested in building support for Power Up Players with Player Upgrades in MUT 19.

Let’s start from the beginning and discuss what made upgrading players difficult in Madden NFL 18. First of all, it took a lot of exploring through Sets and knowing exactly what you needed to do. This may not apply to everyone who is dedicated enough to read this blog, but Power Ups were too complicated. You needed to know how to navigate through the Sets UI, understand how to get Team Tokens, and then what you could actually do with them. Our first goal for Madden NFL 19 was to streamline this process and it started with building a new currency type – Training. Training is one of the things you’ll need to Power Up Players in MUT 19. The primary way you’ll earn Training is by quick-selling items you don’t need. More on Training a little bit later.

Now we can move onto the next layer of accessibility we added to upgrading players – removing the need to go to Sets. Wouldn’t it be easier if you could just upgrade players from the item itself instead of getting lost in one of the hundreds of Set paths? Yup, we agree. Now when you click on a player, the first thing you will see on the back is an option to Upgrade. If that player has an Upgrade option, you will be launched into the new Player Upgrades UI.
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As you can see in the image above, you now have full access and visibility into all the upgrade options that player has. Also note that some Tiers require Training while others require a specific item. Navigating through the different tiers will also show you what that player’s new ratings will be every step of the way.

So, we’ve touched on how we made this design more accessible, but the Player Upgrades feature needed to do way more than that. I said we listened to the community and understood their frustrations, so let’s start addressing those. First, we should rip the band-aid off and say up front that once you upgrade an item, it still becomes non-auctionable/non-tradeable. The big difference in MUT 19 is that you will be able to downgrade and go backwards on players that you want to get out of. By doing so, you will also be refunded a portion of what you’ve invested in that player. Let’s dive into an example (the numbers used are completely hypothetical):

Aaron Rodgers Base Power Up – 80 OVR
Tier 1: 82 OVR (requires 100 Training)
Tier 2: 84 OVR (requires 200 Training)
Tier 3: 87 OVR (requires his 86 OVR Core Elite)

In this example, you have acquired the base version of Aaron Rodgers’ Power Up. This item is auctionable/tradeable up until the point where you invest 100 Training into him and reach Tier 1. From there, put 200 Training more into him to reach Tier 2. And finally, after acquiring his 86 OVR Core Elite, you place that into the Power Up as well. If you want to go backwards and stop investing in Aaron Rodgers for whatever reason, you can choose to downgrade. When you downgrade from Tier 3 to Tier 2, you will get that Core Elite Aaron Rodgers back (and if that Core Elite was auctionable when you invested him, he will return as auctionable). Going from Tier 2 to Tier 1 will get you a percent of the 200 points of Training you invested back. We are still determining what that percent will be, but we will let you know as soon as we have settled on that number. And finally, going from Tier 1 to the base will make the base item auctionable again. Sounds a whole lot better, right?

But wait, there’s more (I’m sorry, I had to)…
How many times has a brand new player come out and he looks absolutely sick except his Chemistry doesn’t match what you personally value (c’mon EA!). Well, we as MUT Producers are removing ourselves from that equation and turning it over to you, the players. In MUT 19, almost no players will come with Chemistry (outside of Team Chemistry) already equipped. Instead, you will have the option to upgrade that player which opens up a Chemistry Slot and a bank full of available options. Let’s do a very basic but common example:

You acquire a Core Gold player. When you acquire him, he has nothing but his Team Chemistry equipped. But when you click on the player and choose to upgrade him to Tier 1, you unlock his “Scheme Chemistry” Slot. From there, tab over and you’ll see that you have a bank filled with all the available Scheme Chemistry options. You get to choose which one to equip. And just as we’ve done with the upgrade tiers, you’ll have the ability to remove or change Chemistry as well. If you have equipped Balanced Offense but want to change it to Go Deep, go right ahead. Madden Ultimate Team wants to continue delivering more ways to let you personalize and customize your team and being able to choose your Chemistry load out is a great opportunity to further that goal.

It’s worth noting that not all players will have the same Chemistry options, especially when it comes to Chemistry Abilities. Players will need to be at a certain OVR or have a specific attribute at a certain rating threshold in order to have that Ability appear in the bank of Chemistry choices. We’ll do our best to share that information in more detail after we’ve had time to tune those values.
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Solo Battles

Click to Expand Details:
Another feature we’re really excited to talk about is Solo Battles. Solo Battles brings the competitive feel of Weekend League to players who are more comfortable taking on the CPU. There will be 13 games per week, and in each game you will try to earn the highest Battle Score. Battle Score is earned from completing a Solo Battle game, winning a Solo Battle game, and the stats you accumulate in that game. There’s one additional factor for determining how many Battle Points you can earn and that’s by choosing your modifier. The modifier is a combination of difficulty and game style. The higher the difficulty, the higher the multiplier.

Solo Battle games are full game challenges vs. the CPU. The quarter length is set to three minutes and you will have only one chance to record the best possible results. There is no restarting or replaying a Solo Battles game like you can in a traditional Solo Challenge.
Each week your goal will be pretty straightforward – earn as many Battle Points as possible. The reward structure for Solo Battles will look fairly similar to Weekend League. There are 14 different reward tiers, which includes players who are in the Top 100. We’re not quite ready to detail the exact rewards for launch, but we plan on sharing those details when we get closer to that date.

There’s one more really unique aspect to Solo Battles worth mentioning. While you are playing against the CPU, the roster will be comprised of real-life MUT teams. That means if you are participating in MUT, you are potentially eligible to have your team chosen and represented in Solo Battles. And while it would be really exciting to have your team show up in Solo Battles, it’s just as exciting for the people playing. Since we are constantly pulling teams from the community each week, the rosters you are facing will always be in tune with the latest content in Madden Ultimate Team.

Let’s wrap up talking about Solo Battles by outlining what our current thought process is for our content release cadence. There’s a chance this could change, but it’s what we’re currently planning. As mentioned earlier, there are 13 games that include a “Featured Opponent,” which is up for the entire week. The Feature Opponent game will also have an increased amount of Battle Points that you can earn so it’ll be really important to play this each week. As for the schedule:

Monday – New Solo Battles week begins; Featured Opponent + First 4 games available
Wednesday – Next 4 games become available
Friday – Last 4 games become available
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Squads Challenges

Click to Expand Details:
MUT Squads returns in Madden 19 and, new this year, we have added the ability to play games against the CPU. You and two of your friends can team up to take on challenges that will be a mix of various difficulties, playstyles, and even weather. We will produce weekly challenges and plan on continuously updating that throughout the year.

While there are only a few new Squads Challenges each week, you will be able to replay them over and over for a consistent coin reward. In addition, there will be a sizable first-win reward and an extra incentive to beat each of these challenges at least once every week.
We’re excited about Squads Challenges because it offers a platform for players who just want to go have some fun together and not worry about having to play against another team of three. Also, Squads Challenges serves as a pseudo practice environment for Squads that just want to get some extra reps in before taking on the competition. And regardless of how you want to engage with Squads Challenges, there’s no doubt that we will be offering up some unique challenges that will put you and your team to the test.

There’s a long-term roadmap for our vision of what Squads can evolve into. This is just the tip of that vision and we look forward to continue building towards those goals.
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What Else?

Click to Expand Details:

In addition to the three major features we have built, there are a few other important things worth touching on. A good place to start is an addition that all of Madden will benefit from and that’s the inclusion of seven new specialist positions. In the lineup screen you will see some new options (in addition to 3rd Down Half Back) that will help you get the players you want in the right position on the field in specific formations:


  • Rush Right/Left Defensive End

  • Rush Defensive Tackle

  • Slot Cornerback

  • Sub Linebacker

  • Power Half Back

  • Slot Wide Receiver


I’ll save the deep dive for a future blog, but at a high level, these positions were created so that gameplay could tag formations with these new specialist positions. So for instance, instead of having to manually sub a defensive end down to defensive tackle out of Nickel, just assign that player to your Rush Defensive Tackle slot and he’ll already be there every time you call a Nickel defense.


And since we’re on the topic of the MUT lineup screen, we should discuss some changes we made there. First of all, we felt like there was too much depth. There’s no reason to have positions like offensive lineman needing three total players per position, or five kick and punt return slots. So we shaved off the excess and then decided to make all the remaining positions for offense and defense count towards Chemistry.


There are now 25 slots on offense and 25 more on defense that count towards Chemistry. As long as you are playing someone in their natural position, they will be contributing to your team even if they never see the field. This does mean that Tiers of Chemistry will take more players to activate in order to balance out having so many more Chemistry slots than in year’s past.


Here’s a look at the full breakdown:
Offense

  • QB1

  • QB2

  • HB1

  • HB2

  • HB3

  • FB1

  • FB2

  • WR1

  • WR2

  • WR3

  • WR4

  • WR5

  • TE1

  • TE2

  • TE3

  • LT1

  • LT2

  • LG1

  • LG2

  • C1

  • C2

  • RG1

  • RG2

  • RT1

  • RT2


Defense

  • LE1

  • LE2

  • RE1

  • RE2

  • DT1

  • DT2

  • DT3

  • DT4

  • LOLB1

  • LOLB2

  • MLB1

  • MLB2

  • MLB3

  • MLB4

  • ROLB1

  • ROLB2

  • CB1

  • CB2

  • CB3

  • CB4

  • CB5

  • FS1

  • FS2

  • SS1

  • SS2


Well, that’s a pretty in-depth look into what we’re working on and thrilled to deliver to you. Be sure to check back as more blogs for Madden NFL 19 continue to drop. Thanks for making it this far into the blog and being a big part of the Madden community. As a reward, I leave you with one final note. While I’m super pumped to see all of you checking out Madden NFL 19, there is one thing that I know won’t be making the trip – contracts.

One final note. As we're working to make MUT 19 the best season yet, please understand that some of the numbers listed above are subject to change. At this stage, there's still loads of work ahead, but we're excited to share some of the details of what's to come this upcoming season. Consider this an early look.


Until the next time.
-Jake Stein, Associate Producer

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AALoA Commish  |  PSN: the_EDJ  |  twitchthe_EDJ  |  Madden League: Chicago Bears
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Re: Madden NFL 19 Hype Train

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