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Madden NFL 16 Connected Franchise Details Revealed

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Old 05-29-2015, 01:18 AM   #137
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Re: Madden NFL 16 Connected Franchise Details Revealed

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Originally Posted by robertgriffin10
This screenshot really scared me. If you take a deep look at it. The Seahawks are 2-0 and Russell Wilson's confidence is only at a 54.??? Anyone else see something wrong with this. No successful team in the nfl gets anywhere with a quarterback with average confidence.
Confidence starts at 50 in a new cfm so I don't see a problem with it being at 54 2 games in.
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Old 05-29-2015, 01:26 AM   #138
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Re: Madden NFL 16 Connected Franchise Details Revealed

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Originally Posted by bigboyc
Custom draft classes will never be in the game.........because of the NCAA lawsuit...most likely. Formation subs will probably come back........dont know about this year. These things don't make the game....sorry. Bye.

Custom draft classes or editing draft classes have nothing to do with the lawsuit..where EA went wrong was when #2 from Texas A&M had Johnny Football's exact height, weight, number, home town, and equipment he wears every Saturday Pre-set in the game..now back to topic....major disappointment from news..formation subs are needed..my only guess why they continue to not have them is for chz online..or it will mess with something..still no assist coaches..no game day 45 man team/no deactivate players, as stated no editing draft classes, no true to life free agency issues? ....positives: streamlining interface nice..confidence system improvement nice if it works...depth chart now cleaner ok but not needed..all and all let down..


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Old 05-29-2015, 01:27 AM   #139
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Re: Madden NFL 16 Connected Franchise Details Revealed

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Originally Posted by DeuceDouglas
One thing I noticed is that there isn't any mention of storylines at all. I wonder if they just completely got rid of them. In the one Week 3 screenshot there isn't any news or twitter feed so it seems like they may have completely abandoned that which I don't think is a bad thing.

Man, I wish they would just get rid of the goals. I could live with the XP but I really don't like the goals at all. I'd rather see the majority of XP earned in off-season activities (OTA's, Training Camp, Pre-season) and then have confidence the main thing when it comes to regular season. And if they added that ticker at the bottom and have it only capable of displaying goals and not other games around the league I'm going to be really disappointed.

The new depth chart looks nice but that's about it. It doesn't look like it really functions any differently than before outside of maybe a few minor changes (WR3, possibly nickle back). I saw someone talk about how they wonder if 3rd down back is gone because it wasn't on the offense but it's likely that it's in with the specialist section as it was always at the very end of the depth chart after KR, PR, etc.

The player cards look really nice but hearing that there haven't been any changes to free agency or contracts make me really worried that you still won't be able to look at the player card of guys you're trying to sign and will again be essentially blind to the player you're getting outside of his overall.

Scouting. I don't know. I was a fan of the old scouting system and wish they had just left it alone and added the combine stuff they showed so you didn't have to scout those attributes. They didn't go too much into it but it said that by scouting you get their top three attributes but hopefully the process is still the same where you get letter grades first and numerical attributes second.

The third step worries me and sounds like something I won't want to use. To me, it just sounds like a tell all where it will basically tell you he's a high rated player even though he's a sixth round projection and you can take him in the fourth round when the CPU would never take him until the sixth. Seems like something strictly for online drafts with the whole "Will you take a projected fifth-round pick with second-round skills in round two, or wait until later hoping that others don’t realize his potential?". That entire question seems kind of ridiculous.

The combine stuff looks good and I just hope it really correlates to the actual data. I don't want to see a WR that ran a 4.5 at the combine coming in with 99 SPD when another guy that ran a 4.3 gets 85.

Can't really see it but the draft board and interface looks a bit better. I like it telling you immediately how a draft pick was and what he's rated rather than waiting until after the draft.

Still really disappointed with what's not in. No mention of coaches, personnel stuff, or injuries. Overall, if they made 32-team control much faster and easier I don't see why I won't have just as much fun as I did before. Still wishing there was a lot more but it is what it is.
The only time a question of when a 2nd round talent would be projected to go 6 round is if that player has character concerns. If he has a second round talent, he's a second round talent. That's what draft grades are for.
Madden is stuck in this weird limbo where we have to look at things as a fan and not really an owner. The projected draft grades is one. Teams don't go to NFL.com and look at prospects according to how they rank them. Every team ranks prospects differently. We should be able to set up our own draft board to try to determine who is available when we make our pick. Obviously this would need a much more in-depth scouting tool. But as it stands I'll take what I've been given and enjoy it for what it is.
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Old 05-29-2015, 01:57 AM   #140
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I am all for adding more features and small things like listed in the post, but how come in one of the biggest team sport video games we still cant be on the same TEAM with another player?American football maybe the most team focused sport in the world, but we play the video game one on one.I remember playing tecmo bowl way back on the nes thinking how in the future how cool it would be if all these players on the screen can be controlled by real people.But now 20+ years later we still don't have anything close to this, we can't even be on the same team in an online league yet.They keep making these small improvements which is fine, but when are we ever going to get something truly groundbreaking?
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Old 05-29-2015, 02:09 AM   #141
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Re: Madden NFL 16 Connected Franchise Details Revealed

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Originally Posted by KGHerm
I still cannot stand the XP-based progression system, including the weekly goals and such getting you extra.

Otherwise, there are some nice changes. As long things are balanced, I might actually pick the game up this year.
I know it's not going anywhere anytime soon and glad to see at least they are keeping something and improving upon it rather take it out. I would like to at least see an XP progression system, and a non XP progression system. Something where people who like XP can keep it, while others who don't like it can turn it off.
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Old 05-29-2015, 02:20 AM   #142
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Re: Madden NFL 16 Connected Franchise Details Revealed

You can practice with your cfm team now!!!! **sarcasm** I like how they took this "feature" out for 15, then put it back in for 16 as a feature. Don't get me wrong, I'm glad it's back, but they talk about it like it's something new. I especially like the part about not having to use game prep hours for it. We know how it works. It was just in the game a year ago lol. Anyway......

I can't believe there are no formation subs in the game........still. This is crazy. Overall, I didn't really see anything in this blog except that they changed the interface for a few screens, added goals, changed the way you can keep track of goals, and added the combine to a tweaked scouting system.

The combine part kinda scares me because, in the past, the combine numbers represented a static number for its respective attributes eg. a 4.3 40 time ALWAYS equals 98 spd. That's not the case in real life. As most of us know, there is true spd and then there's game spd. Jerry Rice had a 40 time in the 4.6's, but he sure didn't look that slow on the field when he played. I'm not saying the players' attributes should be dramatically different from their combine numbers, but I think they shouldn't be static either. An ideal situation would be to have some sort of range an attribute can be in based off those combine numbers. Using the example from above, a 4.3 40 would be 97 +/- 3. So a player with 4.3 40 at the combine could wind up with a spd rating anywhere between 99 - 94. This makes it so the numbers given during the scouting combine are not absolute, just like in real life.

I also don't like that, it sounds like, you can't choose what attributes you want to scout anymore. This is bad. I can see it now. I'm scouting a WR and I find out he has 90 inj, 88 stamina, and 82 carry. Wait a minute, I just scouted a receiver and found out nothing about him as a receiver. In this case I don't care about the top 3 attributes. I care what his catch, cit, and route running ratings are. Honestly, I hope I'm just interpreting this wrong. There is no way EA would make it so I can't scout the attributes that are important to me for each position, right?

Also didn't see anything about setting up a draft board. I'm hoping you can finally set one up. Based on all of the other stuff I was hoping for that's not in, my hopes aren't too high for that.

On a final note, I found the "features" added to madden 16 cfm were severely lacking. Looks like another year with no formation subs, practice squads, restricted free agents, waiver wire, player morale/chemistry system, holdouts, assistant coaches, or editable/shareable draft classes. On the bright side tho, EA "listened to the community" and brought back the free practice to cfm. Deep down, that's all we really wanted, right? **sarcasm**
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Old 05-29-2015, 02:34 AM   #143
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Originally Posted by LovejoyOTF
i'm not usually one for big overreactions but lordy, what is THAT? a few things in there that i like, but that really should be a given every year, but what's the obsession with goals? still no depth added to the mode. and they've overhauled scouting by basically getting rid of scouting?

i usually err on the side of being overly complimentary of changes like this, but i'm just flat out disappointed at a first glance.
Just wanted to say I agree 10000000%
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Old 05-29-2015, 02:59 AM   #144
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Re: Madden NFL 16 Connected Franchise Details Revealed

START PLAYING FASTER

"Offline still has the ability to create multiple offline characters"

Makes me think we still have to create 32 profiles in order to a 32 team CFM.

I do like that we have the option of a starting point. Personally as long as Madden does weekly ratings, preseason in Year 1 and cuts are useless. Year 1 should begin in Regular Season always. I know some have posted here about a starting point being the draft, FA, etc and maybe this is now likely to happen in future games.


THINGS TO DO
I definitley like this improvement for sure. With the big bulky squares that made it look like Windows 8, it slowed things down when trying to sort through things. Anything to make it easier to see information and do things without sorting through so many pages is a plus in my book.

I do wish "players can see how far they are from the playoffs" meant they added more real life situations to the game. Clinching scenarios, what you need to do to make the playoffs, whose ahead of you, etc. Maybe they will cover that with presentation.

VISUAL TEAM DEPTH CHART
I never played MUT but from reading this thread, they basically took the MUT depth chart and implemented in CFM. I will say, I do like it and think it is a big improvement over what we've had in the past. Now you'll be able to see all the positions at once instead of scrolling through each indivdual position, and like editing your Fantasy Football lineup, "Simply drag and drop players to reorder the depth chart".

I did like what I saw on offense where it showed WR2, WR3. I was hoping Madden would implement this, as sorting all your WRs on one depth chart just wasn't realistic. This also helps with the draft as you see teams who have a number one, go and draft a good number two. Hopefully on defense we see ILB 1, ILB 2(for 3-4 Defenses), CB 1, CB 2, and Slot/Nickel CB. As some said, assuming 3RB is on the special teams depth chart.

PLAYER CARD
More streamlining, which can only be a good thing. I do hope though that under Stats/Contracts/Traits, Stats mean showing a player's history in the NFL.

NEW SCOUTING
"Will you take a projected fifth-round pick with second-round skills in round two, or wait until later hoping that others don’t realize his potential? These are the types of decisions that come to life with the new true talent rating."

Was hoping for some kind of system like this except for it having to do with off the field issues. I'm sure the NFL won't allow it but this suits an off the field rating where players in the draft drop due to character concerns. "Will you take a projected second round pick with high character concerns but has top 10 talent(Dorial Green-Beckham for example) or take the guy who is more clean off the field but is not as talented?

COMBINE STATS

THANK YOU! Never understood why we had to scout basic things that every NFL team knows about a prospect.

DRAFT FEEDBACK

It's nice that they did something with the Draft screen, and I'm iffy on feedback right away. Can do with or without it.

SIM-A-WIN

"This tool allows players to craft the season of their dreams, and also helps facilitate large multiplayer leagues."

Does this mean doing a 32 team CFM is going to be fun again? I hope this isn't just for online as I loved being able to do 32 team offline CFMs and creating my own seasons, my own stories, things of that nature.


OWNER MODE FINANCE TUNING

"Small-market teams in older stadiums now have more money to spend into the offseason every year."

This is great news though I was hoping they would address the other financial problem from last year. Maybe someone can get clarification on it. For some reason the salary cap and owner funds were tied together, which was strange to me. You may have had $55M in cap room but if you didn't have the funds, you couldn't sign a guy. Hopefully they fixed it so the Salary Cap is seperate from Owner Funds.

Disappointed to see that one article confirm no fifth year options for rookies. It was implemented in 2012, it's now 2015 meaning four drafts have come and go with that new rookie scale. Plenty of time to implement a true to life rookie contract scale with fifth year options for first round picks.
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