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Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

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Old 06-02-2015, 01:52 AM   #57
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Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

One last thing. If your a player who likes the current XP progression system fine. I've had fun in my online CFM. It gets really competitive trying to build our players.

It's not sim or realistic though. It's arcade and that's fine if that's what you like. I just think the standard should be realism. They are pretty far from that with this system.

I mean one guy in our league drafted a 6'6 WR with 88 speed. He has won a lot and now that WR has 99 spd. That should not be possible. That's the problem I have with it.
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Old 06-02-2015, 01:57 AM   #58
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@CM Hooe .... I don't mean to mention other games so much.. I apologize, but man other games have great Ideas and I feel like EA is so out of touch with what people really want out of this type of mode. It's crazy frustrating.. I just want a few improvements. Why won't they just give us formation subs.. It will def cause more imbalances but heck we have that regardless.. People find a way to cheese.. No matter how much u test the game.. What about the equipment, no excuse for such an easy upgrade... I don't want to hear it's not easy to do in the cycle, you know what ea needs to know its not easy to spend 60 hard earned dollars knowing I'm not gonna fully enjoy the game when I pick it up.. Soon it will stop for a lot of people.
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Old 06-02-2015, 02:22 AM   #59
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

I don't like the weekly confidence level thing. Madden is becoming too RPG-like.

More options like depth chart stuff, and things based off stats are what I want. I love looking at leaderboards after a year or two and see if anyone is in the top ten of any leaderboards
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Old 06-02-2015, 04:10 AM   #60
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

It's almost comical how much the sim crowd *appears* to be getting ignored. It almost feels like they sit in the production meetings and laugh about how we're going to react once they announce another arcade like casual focused feature. Almost to a point where I feel a bit disrespected, like they're saying to themselves 'he's going to buy it anyway, money in the bag'.

No disrespect to the devs or anyone who's excited about these new features but yeah they're clearly sacrificing realism. I'm interested in just how much this is going to sacrifice sales.
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Old 06-02-2015, 06:53 AM   #61
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

Kinda sounds like Battlefield to me, get 20 kills with a weapon and unlock an attachment for said weapon. Rush for 3 TD's in one game get a ratings boost. I'm not a fan. I hope they give us the option to disable this, if not it could keep me from buying the game, I'll need to know more though.

I don't want my players ratings going up and down every game. Maybe every quarter of the season, every 4 games, but do it based on their stats/ performance and not predetermined set goals. I don't play madden thinking I need to get Jamaal Charles 130 yards rushing this game. If it happens great, but I don't want that in my head as something I need to get done. Yeah if it's week 17 and I need 130 yards to reach 2000 for the season, sure, but week 5. I'm just playing the game of football.
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Old 06-02-2015, 08:43 AM   #62
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

Like most here im not happy with the current state of CFM. The solution for me is simple, give me franchise mode from the PS2 OG Xbox days. I still remember to this day I benched Chad Pennington, and over the weeks his morale dropped so low he refused to play or even negotiate a new contract. He wanted out. All I could do was trade him. That was pretty cool. That franchise mode was pretty deep.
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Old 06-02-2015, 09:08 AM   #63
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

Quote:
Originally Posted by ratedmoney
Like most here im not happy with the current state of CFM. The solution for me is simple, give me franchise mode from the PS2 OG Xbox days. I still remember to this day I benched Chad Pennington, and over the weeks his morale dropped so low he refused to play or even negotiate a new contract. He wanted out. All I could do was trade him. That was pretty cool. That franchise mode was pretty deep.
Hard to forget the good old days of having players hold out or even messing up team morale by trading a certain player away, too bad I was too young at the time to really appreciate the things like that, I actually rememberd getting frustrated back then when things like that would happen, guess that was my casusal gamer days.
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Old 06-02-2015, 10:38 AM   #64
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

I'm a bit confused here.


Back in the day... player progression in Franchise was just... whatever the computer felt like really, based on performance, and a potential grade.


People complained. "Player A rushed for 2000 yards and 18 TD's, and only got a 5 point overall increase!"


People complained they wanted to control progression on their own. They gave us that system. You get to choose how to use the points you've earned, to build your player they way you want. Now here we are complaining again about the system.


Personally, I like the system. I like my players earning points, that I can then assign to their rating how I see fit as the coach/GM. I don't particularly like the XP being awarded based on goals. I'm not sure how else you do it. I have found myself though in a game going... damn! I need to get Player B, 7 catches, 85 yards, and 3 TD's to get him his points. That's the part I don't like. Just have a standard system for how It gives out points, not specific goals to attain so people are always shooting for them. It does take the realism away. "I've got to get DaVante Parker 8 catches and 3TD's this week for max progression points." What??? Just give him points based on what he's done, and I think that makes it better.


I'm just not sure what else you can do. I like this system better than the computer randomly progressing/regressing my players.


I guess you could go the NFL Head Coach route, which is what I assume most people here want CFM to go, myself included. Add some of those features in and it goes a long way.
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