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Madden NFL 15: Everything You Need to Know About Connected Franchise

EA SPORTS is excited to finally bring you news about the big changes we made in Connected Franchise Mode (CFM) this year. I hope you agree that we definitely saved the best for last!

This is the stuff you hardcore fans wait all year to hear about, so it's time to break down every major change we made this year.

Game Prep and Confidence
The biggest change to Madden NFL 15’s Connected Franchise are the additions of Game Prep and Confidence.

These new systems replaced two features from Madden NFL 25: practice and hot/cold streaks. Game Prep allows players to make sure their team is prepared every week, AND allows them to earn valuable XP for backups and young players.

Confidence
Every player now has a confidence rating between 1 and 99. That confidence rating is dynamic and will change based on what happens to the player and his team from week to week, and is is NOT an indication of how confident the player generally is in real life.

Among the things that can change a player’s confidence are losses, poor performances, trades, etc. How much confidence fluctuates is determined by several different factors: whether the player is a starter or backup, their consistency rating, and how big the game was. Get blown out by a rival at home? Confidence drops more than a one-point road loss.

Wondering how much each player’s confidence changed after a big win? There’s a screen that shows every player’s individual changes, allowing players to go back and track the changes in confidence.

So what does confidence do? Simple. If a player’s confidence is high, their key ratings temporarily increase. If it gets too low, those same key ratings drop.

This was done to represent players that outperform their expectations, as well as players that are struggling. Before last season, did anyone think that Josh Freeman would be a free agent at the start of October? That’s what Madden 15 is trying to capture with this new system.

Quick Tip: Every player starts Connected Franchise with a “normal” confidence rating of 50. Once confidence start dropping to below 25-30 or increasing to 75-80, that’s when ratings changes will occur. 

Game Prep
Game Prep replaces Madden 25’s practice mode, and was designed to allow you to make the ultimate choices in developing your team. Each week, players are given a set amount of time to prep each week.

This time fluctuates based on season schedule, so bye weeks or Monday night games will impact preparation for the following week, just like the real-world NFL.

Players have multiple activities to choose from each week, and each activity costs a specific amount of time per player.

There are two types of activities in Game Prep – one increases players’ confidence, while the other earns XP. If you’re trying to develop a young team like the Jaguars or Bucs, focus most on getting your players XP. If you’re a team like the Seahawks or 49ers, it’s better to focus on increasing confidence, so that the team is prepared each and every week.

CPU teams have extensive logic that determines what they work on every week. Bad teams will focus mostly on developing their players, while contenders will focus on confidence first and then earn XP if confidence isn’t an issue.

How much XP or confidence each player earns depends on factors such as coach traits and a player’s development trait. If a QB possesses the “Superstar” development trait and has Jim Harbaugh as a coach, that player will earn more XP or confidence than a player with an average coach/trait. NFL coaches like Andy Reid and Jim Harbaugh are known for developing QBs, and that is what the development team attempted to capture.

Players also have the choice to run in-game skill drills for XP or Confidence, with points rewarded based on success in the activity. We want to reward players for putting in the time with in-game skill drills, so those are more valuable than activities that do not occur in game.

Game Prep is not designed to be a grind. If players choose to ignore Game Prep on any given week, we’ll use the same logic that CPU teams use to automatically reward a player with XP or Confidence. It’s up to you when you want to jump in and control how players are developing.

Quick Tip: Check out the depth chart to see which key ratings have increased or decreased.Ratings that have increased will be green, while decreased ratings are red. This carries into games, as well.

Free Agency Redesign
Offseason Free Agency has undergone a redesign that adds several different factors when attempting to sign a player. When a player evaluates whether they want to sign with you, they no longer take only money into account. Now they evaluate your team’s needs, scheme, coaching ability, etc. All of those factors are displayed on the screen, which makes it easier to see why a player spurned an offer. The other team may have just been a better fit.

Random Draft Classes
For the first time in CFM, draft classes are entirely random. Every name, rating, trait, face, etc. is randomly generated every season. No two classes are alike or predictable. This is something we’ve wanted to do for the past few years. Our fans have been very passionate about random draft classes, and this addition adds unlimited replayability to Connected Franchise.

Random Branching Storylines
Rookie Branching Storylines are now completely random. This allows us to have more players change throughout the season, and also opens up the ability to have a lot more commentary during the NFL Draft. All storylines are based on the storylines we’ve added to the game over the last two years.

In-Game Overall Ratings
Another big change in Madden NFL 15 is seeing the same overall (OVR) ratings in game as the depth chart. If a QB is an 85 overall in your scheme in the front end, they’ll be an 85 OVR in game as well.

Completely ReDesigned Relocation Uniforms
The uniforms shipped with last year were not up to our team’s quality standards, so I took it upon myself this year to learn how to make uniforms in Madden and redesign every relocation uniform in CFM.

You’ll no longer see the same uniform style for every team; each team has different styles that reflect what future uniforms might look like. We also were very excited to work with the community in the Uniform Design Contest, and incorporated several of the winners’ designs into the game.

Redesigned Buy Packages Screen
One of my favorite changes this year makes it easier to buy packages as a player, coach or owner. Players can now buy multiple packages at once and commit to changes with one press of a button instead of having to buy one package at a time like previous Madden games. We’re hoping this change makes it easier to upgrade players going forward. We’ve also added a filter to the coach buy package screen that should allow for easier navigation.

Owner Mode Financial Model Changes
Our team listened carefully to fans, and made big changes to Owner Mode. Every sellable item (concessions, merchandise) now has a sweet spot that determines the maximum amount of profit that can be earned. If prices stay at their default levels, you will always leave money on the table.

Owner Mode is now much more challenging when it comes to making a profit, and teams with older stadiums in smaller markets may be better off building new stadiums or relocating altogether.

As always, the best solution in Owner Mode is winning. Win and the fans will spend money. Our goal was to make Owner Mode much more challenging this year, and we feel like we’ve accomplished that.

Sim To
One of Madden 15’s late additions is very helpful to players that like to simulate multiple seasons at a time. Players can sim to a point in the future (the next draft, the offseason, next season), and the game will advance weeks until it reaches that point. We even added an option to simulate ten years into the future! In online leagues, only commissioners can simulate to a point in the future.

Removed FOURTH Down Watching
Last year, Madden kept you on the field on fourth down if you were a holder on extra points or blocker on a field goal. We’ve removed that, creating a more seamless experience.

Progression/Regression Recap
We’ve added a screen that tracks when players regress or progress in Connected Franchise. This should provide clarity as to why player regress in the offseason, whether it’s failing to reach season goals or losing a step because of old age. There are also news stories that talk about players “losing a step.”

Redesigned Weekly Goals
Weekly goals for players and coaches have been completely revamped with refreshed goals that, react to player status, team ratings, types of games, etc. Goals now take into account where you are in the depth chart. You will no longer be expected to rush for 100 yards as the third-string running back.

Multiple Commissioners
The team sat down early in the development cycle with our EA SPORTS Game Changers, and one of the things that came out of that meeting was a new commissioner tool. Online commissioners can now assign other league users as commissioners so that you always have someone who can advance the league if the primary commissioner is away.

Autopilot Control
Another suggestion that came out of our discussions with the Game Changers was allowing players to determine how long to put a team on autopilot. If you’re going on vacation for one week and want autopilot to turn off after one week, you have that ability.

Relocation Tuning and League Setting
Along with creating all new uniforms, we tuned CPU relocation so that it very rarely happens early in CFM. Teams still rebuild stadiums in their home city, but it’s pretty rare for a CPU team to up and move. At the request of the Game Changers, we also added an additional setting that allows you to prohibit CPU teams from relocating at all.

Injured Reserve (IR) Changes
Users can now remove an injured player from IR if they heal quickly. Use this functionality carefully, as it’s only allowed once per season.

Hire/Fire Staff During the Season
In order to give owners more control, it’s now possible to hire or fire staff members (head coach, trainer or scout) during the season.

Pro Bowl Update
The Pro Bowl now mimics real life, as conference affiliations have been removed in favor of two legends serving as captains.

CPU Uses Alternate Uniforms
CPU teams now have a chance to wear alternate uniforms in a regular season game. There’s also a news story that reacts to the team doing it.

Sim Engine Changes
The simulation engine now includes things like consistency, confidence and development. In Madden 15, young players with great development traits will have slightly better “simmed” stats than normal. This allows great young players to progress quickly and become stars in the league.

There you have it! We’ve made tons of changes to Connected Franchise Mode in Madden NFL, and we’re already at work on designing ideas for next year’s game!


Madden NFL 15 Videos
Member Comments
# 401 lopey986 @ 08/08/14 01:57 PM
Quote:
Originally Posted by ggsimmonds
They did a pretty bad job of explaining it so quite a few people were confused as to what it was and did. The biggest problem was with how buggy it has been with schemes not sticking after changes. The first year was understandable but it also happened in M25 Owner mode lol.
I can understand why that alone would leave a sour taste in people's mouths.
Yeah, agreed. I wasn't planning to buy it on release this year but with the best buy trade deal I probably will now since I can get it for 25 bucks.
 
# 402 BreakingBad2013 @ 08/08/14 03:07 PM
I was hoping that in CFM they would've change the different tiles (roster management, trades, trade block, settings, depth chart, etc.) to a team specific theme. If I'm the Eagles maybe each one is a different Eagle, or something related. . . Instead its loaded with 49ers and Seahawks I'm sure lol.
 
# 403 Molarmite @ 08/08/14 08:24 PM
Usually I'm really excited for the features list in franchise mode and then get disappointed. This year, none of the features really excite me outside of the FA redesign and the random draft picks. Hopefully this will mean that I will enjoy the mode. Or I just have less interest since I haven't been following Madden at all. I'll probably end up buying it just because of that amazing $35 off deal at Best Buy.
 
# 404 ggsimmonds @ 08/08/14 08:59 PM
Quote:
Originally Posted by bucky60
Yes I do understand schemes. My god. That's why I can see there are deficiencies in how they are represented in the game as opposed to the real NFL.



I wouldn't know. I don't play online. Just offline CFM.



The same for both RB's, Harris and Lacy, with no difference in production. If they are both running the same plays, shouldn't the one fit for the scheme (Lacy) have better production?





You haven't answered it satisfactorily. That's why it keeps being asked. My 65 RB, WR, DT should not have the same production as my 85 RB, WR, DT. Why do they if they if they don't fit the scheme and schemes are working correctly? Either the GB default schemes are setup incorrectly and don't match the GB default playbook, or schemes don't work correctly.
The bolded part is the only part I am going to address and then I am done doing this dance with you.

Lacy is a power back, GB's scheme is set to power running backs. That does not matter if you, like I suspect you do, call outside running plays.

You probably call outside running plays and then wonder why the quicker back has better production than a between the tackles bruiser.
Your next post which I will not respond to will probably do one of two things. Either you will deny what I just said and say it even happens when you run between the tackles, or you will restate your earlier preference that scheme should effect ratings so that Lacy should get a ratings boost and Harris should suffer a decrease in ratings. That is the fundamental disagreement that cannot be reconciled between us. In the real NFL Ray Rice will not be faster or quicker because he is now in a zone run scheme. It is the other way around -- his skills benefit from such a scheme.

You either want different things from Madden than I do, which going by past interactions I do not think that is the case as we often see eye to eye, or you don't understand the purpose behind schemes.
 
# 405 ggsimmonds @ 08/08/14 09:00 PM
Quote:
Originally Posted by daniel77733
To be perfectly honest, I could care less about pre-season wins and losses. All I care about is whether or not players get injured. Hopefully, none do.
Generally that is my approach but coming off the year we had and bringing in a new OC I need to see improvement in the offense. The final score does not matter, it is how the first string performs that I pay attention to.
 
# 406 Unlucky 13 @ 08/08/14 11:46 PM
Personally, I find the scheme OVR for players to be confusing more than anything. I always play as the Dolphins, and in 25, rookie pass rusher Dion Jordan would be rated about a 75 as a 4-3 DE, but if I changed to a 3-4 and made him a OLB he was a 90 and would quickly progress to a 99 rather easily.

On the field, his play was of course uniform either way, and since he's rushing the passer most of the time regardless of scheme, why should it look like I have a lousy player in one and a great one in another?

Whats funny is that aside from pass rushing, he was below average at pass coverage and run stopping before gaining any XP, so shouldn't he have rated higher as a 4-3 DE when you think about it? Even after a lot of time to figure out how to get the schemes to match up to what I wanted as closely as possible, I still had to know that OVR for some positions was just going to be decieving and I couldn't trust it. Thats frustrating but something you can get around when dealing with players who you're familiar with in year one, but what about adding guys in the future through free agency or the draft?
 
# 407 ggsimmonds @ 08/09/14 12:09 AM
Quote:
Originally Posted by Unlucky 13
Personally, I find the scheme OVR for players to be confusing more than anything. I always play as the Dolphins, and in 25, rookie pass rusher Dion Jordan would be rated about a 75 as a 4-3 DE, but if I changed to a 3-4 and made him a OLB he was a 90 and would quickly progress to a 99 rather easily.

On the field, his play was of course uniform either way, and since he's rushing the passer most of the time regardless of scheme, why should it look like I have a lousy player in one and a great one in another?

Whats funny is that aside from pass rushing, he was below average at pass coverage and run stopping before gaining any XP, so shouldn't he have rated higher as a 4-3 DE when you think about it? Even after a lot of time to figure out how to get the schemes to match up to what I wanted as closely as possible, I still had to know that OVR for some positions was just going to be decieving and I couldn't trust it. Thats frustrating but something you can get around when dealing with players who you're familiar with in year one, but what about adding guys in the future through free agency or the draft?
That is weird because usually, and this is regardless of scheme as you can do it on the front end and the results would be the same, it is the other way around. That is switching a 3-4 OLB to DE shoots their overall way up.

With regards to scheme, most of the time the player types are obvious and it is easy determining what I want. I do have a gripe with what they view as a West Coast QB though (hint:it ain't Vick).

I don't know if this is the popular choice or not, but on defense I set most positions (aside from Dline) to prototype. It works for me as that is what I scout for.

For your guy, I am not sure. Let me make sure I understand you correctly. Initially player type for DE was set to speed rusher? Then you switched your defensive scheme to a 3-4 and set player type for OLB to 3-4 pass rusher. You then edited Dion Jordan to a OLB and his overall was 90?
 
# 408 oneamongthefence @ 08/09/14 02:06 AM
Scheme is mostly cosmetic. Its just a way that you can use to sort through players faster. If you have power run as your scheme, power running backs will get a boost in their overall to simulate that he's type of guy you want. The cpu is supposed to do this as well. But obviously you're gonna carry more than one running back so you need a speedy back. His overall is gonna take a hit but it's how you use him. You normally wouldn't run sweeps with Eddie Lacy and Harris isn't gonna get it done when its 3 and inches. Its up to you to utilize the players to their best ability. The schemes are just an outline. But one day I could see a system where players have to learn schemes or playbooks similar to what HC09 did and they take attribute hits until they get it.

Right now it's purely cosmetic to users and the cpu uses it to make roster decisions sometimes.

I haven't seen an instance of a guy being grossly underpaid or overpaid if you changeyour scheme to a different one. This year however it sounds like players will take your scheme into consideration during free agency which is a nice addition. What's holding the schemes idea back is also the depth chart. You really can't have specific roles on them. You look at an NFL depth chart and you have X, Y, Z receivers or pass rush specialists, etc. We don't have that now and it hurts the whole scheme idea.
 
# 409 ggsimmonds @ 08/09/14 02:24 AM
Quote:
Originally Posted by oneamongthefence
Scheme is mostly cosmetic. Its just a way that you can use to sort through players faster. If you have power run as your scheme, power running backs will get a boost in their overall to simulate that he's type of guy you want. The cpu is supposed to do this as well. But obviously you're gonna carry more than one running back so you need a speedy back. His overall is gonna take a hit but it's how you use him. You normally wouldn't run sweeps with Eddie Lacy and Harris isn't gonna get it done when its 3 and inches. Its up to you to utilize the players to their best ability. The schemes are just an outline. But one day I could see a system where players have to learn schemes or playbooks similar to what HC09 did and they take attribute hits until they get it.

Right now it's purely cosmetic to users and the cpu uses it to make roster decisions sometimes.

I haven't seen an instance of a guy being grossly underpaid or overpaid if you changeyour scheme to a different one. This year however it sounds like players will take your scheme into consideration during free agency which is a nice addition. What's holding the schemes idea back is also the depth chart. You really can't have specific roles on them. You look at an NFL depth chart and you have X, Y, Z receivers or pass rush specialists, etc. We don't have that now and it hurts the whole scheme idea.
I would love a more in depth approach to team management like what was in HC, but I don't think Madden will ever do that. They are more than capable of incorporating those things, I just think they feel as though it is not a smart business move. Sucks for us.
 
# 410 mmorg @ 08/09/14 02:56 AM
Quote:
Originally Posted by ggsimmonds
I would love a more in depth approach to team management like what was in HC, but I don't think Madden will ever do that. They are more than capable of incorporating those things, I just think they feel as though it is not a smart business move. Sucks for us.
I'm thinking down the line owner mode will be the super in depth option in CFM and coach mode is where you just worry about game prep, the roster, and playing games. I really hope we can get something that incorporates a lot of what head coach added but obviously more refined.
 
# 411 DeuceDouglas @ 08/09/14 03:19 AM
Quote:
Originally Posted by mmorg
I'm thinking down the line owner mode will be the super in depth option in CFM and coach mode is where you just worry about game prep, the roster, and playing games. I really hope we can get something that incorporates a lot of what head coach added but obviously more refined.
I'd like to see some sort of GM mode where they kind of flesh out all these things. Owner mode more of the financial and playing games. Coach mode more practicing and games. Player mode can stay the same. And then GM mode be more scouting, personnel, and roster & staff management oriented where the practice and financial stuff just happens in the background. I don't think that would ever happen but I at least want to see more emphasis on personnel and in-depth roster management than hot dog prices and practice mode.
 
# 412 ggsimmonds @ 08/09/14 04:56 AM
Quote:
Originally Posted by mmorg
I'm thinking down the line owner mode will be the super in depth option in CFM and coach mode is where you just worry about game prep, the roster, and playing games. I really hope we can get something that incorporates a lot of what head coach added but obviously more refined.
I hope you are right but I think when it comes down to it, EA will weigh the cost and benefit and decide against such a thing. From a business standpoint I can't say I blame them. That would be a lot of difficult code to write and only a small portion of the consumer base would utilize it.

I do wonder what are the chances of NFL Head Coach returning at some point. A yearly release would not work financially but perhaps they could release a new game every 3-5 years?
 
# 413 nhiverson @ 08/09/14 05:49 AM
Does anyone know if I can do a offline/online cfm with 2 local players and if our teams play each other can we both play last year me and my brother traded off every other division game when our teams faced off.
 
# 414 Sheba2011 @ 08/09/14 07:33 AM
Quote:
Originally Posted by DeuceDouglas
I'd like to see some sort of GM mode where they kind of flesh out all these things. Owner mode more of the financial and playing games. Coach mode more practicing and games. Player mode can stay the same. And then GM mode be more scouting, personnel, and roster & staff management oriented where the practice and financial stuff just happens in the background. I don't think that would ever happen but I at least want to see more emphasis on personnel and in-depth roster management than hot dog prices and practice mode.
In today's NFL coaches do a lot more than just practicing and games. Most of them are heavily involved with the scouting, drafting and free agency process as well. Except on teams like Dallas (where Jerry just has yes men) the entire offseason is decided by a collective of coaches, front office staff and head scouts. And then you have some teams like New England, Cincy, Kansas City and St. Louis where the head coach performs multiple roles.
 
# 415 Unlucky 13 @ 08/09/14 09:05 PM
Quote:
Originally Posted by ggsimmonds
That is weird because usually, and this is regardless of scheme as you can do it on the front end and the results would be the same, it is the other way around. That is switching a 3-4 OLB to DE shoots their overall way up.

With regards to scheme, most of the time the player types are obvious and it is easy determining what I want. I do have a gripe with what they view as a West Coast QB though (hint:it ain't Vick).

I don't know if this is the popular choice or not, but on defense I set most positions (aside from Dline) to prototype. It works for me as that is what I scout for.

For your guy, I am not sure. Let me make sure I understand you correctly. Initially player type for DE was set to speed rusher? Then you switched your defensive scheme to a 3-4 and set player type for OLB to 3-4 pass rusher. You then edited Dion Jordan to a OLB and his overall was 90?
Thats basically right. The Fins default defense is a 4-3, with pass rushing priority from the ends, and Jordan is tagged as a DE. I use a 3-4, and when I would start my franchises, I would switch all of my schemes to match what I do, and set most of the DEs on the team, Jordan included, to 3-4 pass rushing OLB. This bumped his OVR about 15 points to the plus.

Cam Wake, the team's star DE in real life, is great as a DE or OLB. Little change one way or another in the ratings.

I've seen similar things while building "super teams" to have fun after I'm done with my Fins franchise too. Taking a bunch of 4-3 DE's from around the league and making them 3-4 OLB on my team. A lot of them shoot up to 99 OVR or close to it if they're good as pass rushing DE, rated in the mid 80s+.
 
# 416 ggsimmonds @ 08/09/14 11:17 PM
Quote:
Originally Posted by Unlucky 13
Thats basically right. The Fins default defense is a 4-3, with pass rushing priority from the ends, and Jordan is tagged as a DE. I use a 3-4, and when I would start my franchises, I would switch all of my schemes to match what I do, and set most of the DEs on the team, Jordan included, to 3-4 pass rushing OLB. This bumped his OVR about 15 points to the plus.

Cam Wake, the team's star DE in real life, is great as a DE or OLB. Little change one way or another in the ratings.

I've seen similar things while building "super teams" to have fun after I'm done with my Fins franchise too. Taking a bunch of 4-3 DE's from around the league and making them 3-4 OLB on my team. A lot of them shoot up to 99 OVR or close to it if they're good as pass rushing DE, rated in the mid 80s+.
I bit the bullet and got a used copy of M25 so I am going to give Jordan a check and try to find out what it is about him that causes that.
 
# 417 Unlucky 13 @ 08/10/14 09:56 AM
Quote:
Originally Posted by ggsimmonds
I bit the bullet and got a used copy of M25 so I am going to give Jordan a check and try to find out what it is about him that causes that.
I'm not sure what it is about him in Madden that causes it, but in real life, many Fins fans think that a 3-4 OLB would be his best role, so its good that the game has created him that way for realism.
 
# 418 lopey986 @ 08/10/14 11:41 AM
Quote:
Originally Posted by oneamongthefence
Scheme is mostly cosmetic. Its just a way that you can use to sort through players faster. If you have power run as your scheme, power running backs will get a boost in their overall to simulate that he's type of guy you want. The cpu is supposed to do this as well. But obviously you're gonna carry more than one running back so you need a speedy back. His overall is gonna take a hit but it's how you use him. You normally wouldn't run sweeps with Eddie Lacy and Harris isn't gonna get it done when its 3 and inches. Its up to you to utilize the players to their best ability. The schemes are just an outline. But one day I could see a system where players have to learn schemes or playbooks similar to what HC09 did and they take attribute hits until they get it.

Right now it's purely cosmetic to users and the cpu uses it to make roster decisions sometimes.

I haven't seen an instance of a guy being grossly underpaid or overpaid if you changeyour scheme to a different one. This year however it sounds like players will take your scheme into consideration during free agency which is a nice addition. What's holding the schemes idea back is also the depth chart. You really can't have specific roles on them. You look at an NFL depth chart and you have X, Y, Z receivers or pass rush specialists, etc. We don't have that now and it hurts the whole scheme idea.
It is mostly cosmetic but in now way did it make it easier to sort through players. It just added a boatload of contusion where there doesn't need to be.
 
# 419 Sheba2011 @ 08/10/14 02:22 PM
Quote:
Originally Posted by lopey986
It is mostly cosmetic but in now way did it make it easier to sort through players. It just added a boatload of contusion where there doesn't need to be.
If you understood how to use the schemes correctly for your roster it made it easier, especially in free agency where it listed players that fit your scheme first.
 
# 420 Gg63286 @ 08/10/14 02:53 PM
sorry if this questions already been asked, i searched but didn't find anything... I havent bought madden in a couple years and a buddy of mine told me that you can no longer do fantasy drafts offline? Me and a couple buddies like to do offline fantasy draft franchise where we each get our own team. If anyone has any info or could point me in the right direction the help would be very appreciated.
 


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