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Madden: A Look Inside for CFM Play

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Old 01-20-2016, 02:08 PM   #161
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by tdawg3782
I get the same thing as Shiz from it. Rerating higher will ruin your CFM and rerating lower (think fbg) will also ruin your CFM just in different ways. So default or close to is the way to go. If you were to go the rerate route you'd want to stick to the way the draft class is. So with most players between 58-80 and then your pro bowlers and all pros between 80-however high you want to go.

The only thing off it seems with default roster is the Play Rec attribute for DL/LB/S. I guess CB is okay?? He didn't put that. Anyways he says that the draft class players can come out with this attribute up to 80 which is not inline with the default roster. They are lower. So upping 2-3 year established players with Play Rec over 80 is recommended for a greater AI ability on defense. I hope that made sense lol.
^^^This as an example with Play Recognition!!!

Here is an example of how a too high player impacts the contract mechanism in CFM.

Lions LE L. Jones
- default = 85 OVR at $9.6 mil w/1 yr left
- pic= CFM 87 OVR at $15.8 mil on a new 3 yr deal
***(the Lions Cap Space is $18.7 mil which is not a lot)

- The issue is that the higher the default OVR's, the higher the contract demands/signings will be.
- His contract along with the other increased contracts will cause the AI to start to cut players (even young players still under their initial contract) to be under the Cap.
- Also, players will not resign because "every" offer will be low balled to stay under the Cap.
- Jones is 30 yrs old and the Lions just drafted 1st round at #4, a 79 OVR LE commanding a contract at $9.6 mil.
- As players are cut, Cap Penalties start to expand the problem.
- etc, etc, etc...

Issues like this crop up all because of default roster dissalignment to draft classes.
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Old 01-20-2016, 03:01 PM   #162
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Re: Madden: A Look Inside for CFM Play

oops, double post

Last edited by Mattanite; 01-20-2016 at 03:05 PM.
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Old 01-20-2016, 03:02 PM   #163
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by khaliib

2) Looking at Draft Recap immediately after draft has concluded, "every" rating is listed for the players except "Play Rec".
- Every player has a ratings of "0" until the start of the 1st game, then players are given a value.

1) Play Recognition (DL/LB/Safeties ONLY)
- Draft Classes generate up to 80 for these positions, but default roster(s) has it lowered.
- Since draft classes can come in at 80, editing established players (> 2-3 yrs experience) for these positions to be above 80 will greatly increase "Defensive Challenge" by AI unit as a whole.
I looked into these two as I remember seeing play recognition after the draft but before preseason. The rookies have it, it is shown as 0 in draft recap but if you go directly into the roster they have a set play recognition. The only value that is not set for rookies up to the draft is Personality... I haven't figured out yet when that is set but it's somewhere between advancing to offseason and the start of the draft. I drafted the same player in two different offseason runs and it was different each time.

Also, it's quite uncommon in a draft class to get a defender with 70+ in play recognition (most are 35-65), only a handful of players have this and as it is never above 80, play recognition is barely ever given as a scouting skill (e.g. tackle, coverage, block shed are usually higher). I don't think the base rosters need a complete mark up, just odd players you think deserve it.
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Old 01-23-2016, 07:25 PM   #164
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by Geodude
I looked into these two as I remember seeing play recognition after the draft but before preseason. The rookies have it, it is shown as 0 in draft recap but if you go directly into the roster they have a set play recognition. The only value that is not set for rookies up to the draft is Personality... I haven't figured out yet when that is set but it's somewhere between advancing to offseason and the start of the draft. I drafted the same player in two different offseason runs and it was different each time.

Also, it's quite uncommon in a draft class to get a defender with 70+ in play recognition (most are 35-65), only a handful of players have this and as it is never above 80, play recognition is barely ever given as a scouting skill (e.g. tackle, coverage, block shed are usually higher). I don't think the base rosters need a complete mark up, just odd players you think deserve it.
Play Rec is auto generated.
- As far as why it doesn't show like all other generated attributes, I don't know.

Although rare, players can generate a Play Rec above 80.
- I've seen a rookie come in with an 83, and several at 75, 77's etc..., so some of these guys are mixed in, with a caveat that they may already be "maxed" out in this area.

Dealing with AI play against the run, Play Rec is a major modifier upon this area.
- It modifies how fast swim/spin moves as well as other break block animations will animate.
- Instead of getting locked into a "blocking" animation, they will "fight through" the block in a more aggressive manner.
- It also increases the ability for AI Def player to fulfill their defensive assignments (A gap, Edge etc...)

Because default rosters has experienced players (3+ yrs) Play Rec rated so low, they're regressing from levels below some incoming rookies.
- This affects gameplay...
1) Defense = more experienced players performing against the run no different than rookies.
2) Offense = avg RB's (AI and Hum) performing like they're AP.
- This will definetly eliminate the ability to run the ball with ease.
***noticed big time on the goal line (they really attack the ball carrier instead of catching blocks and giving up easy goal line scores)
3) Both AI and Hum are forced to punt and attempt FG's more.

Gamers would do their gameplay/CFM experience a big favor by playing with a roster that uses this touch up.
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Old 01-23-2016, 07:32 PM   #165
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Re: Madden: A Look Inside for CFM Play

Quote:
Originally Posted by khaliib
Play Rec is auto generated.
- As far as why it doesn't show like all other generated attributes, I don't know.

Although rare, players can generate a Play Rec above 80.
- I've seen a rookie come in with an 83, and several at 75, 77's etc..., so some of these guys are mixed in, with a caveat that they may already be "maxed" out in this area.

Dealing with AI play against the run, Play Rec is a major modifier upon this area.
- It modifies how fast swim/spin moves as well as other break block animations will animate.
- Instead of getting locked into a "blocking" animation, they will "fight through" the block in a more aggressive manner.
- It also increases the ability for AI Def player to fulfill their defensive assignments (A gap, Edge etc...)

Because default rosters has experienced players (3+ yrs) Play Rec rated so low, they're regressing from levels below some incoming rookies.
- This affects gameplay...
1) Defense = more experienced players performing against the run no different than rookies.
2) Offense = avg RB's (AI and Hum) performing like they're AP.
- This will definetly eliminate the ability to run the ball with ease.
***noticed big time on the goal line (they really attack the ball carrier instead of catching blocks and giving up easy goal line scores)
3) Both AI and Hum are forced to punt and attempt FG's more.

Gamers would do their gameplay/CFM experience a big favor by playing with a roster that uses this touch up.
Ugh. This really makes me wish we could get a roster editor for the xbox one like we had for xbox 360. I could easily create an excel workbook to fix this no problem. Oh well.

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Old 01-25-2016, 07:39 AM   #166
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Re: Madden: A Look Inside for CFM Play

Might be a stupid question, but is this information only exclusive to the Last Gen Systems? I'm on the PS4 and plugged in King's slider set and got some very nice Gameplay but started to see some crazy Interceptions. A few where my QB literally just threw the ball to the Defender (which I can live with cause that's real) but also a few where the Defender warped to the ball. It wasn't anything crazy but it was definitely one of those animations where the guy takes 2 steps and goes 7 yards or whatever.

To be fair it was only one game, and I know I need to give it more time than that, but I've had slideritis before and I don't want to go back to that hell lol!! I just wanted some opinions before I got lost in testing.

I also don't mean to blast or criticize anything anyone's done on here. I know how exhausting this stuff is. I'm just looking for help from the people who are smarter than me lol.

Anyways, back to my main question. Do ya'll think it's a possibility that with a different console, they would need a whole new/different code? Or would you guess that developers would try to stick to the same thing over and over? I don't know anything about coding, although I've always been very interested in learning it. Would having to change the code because of a newer console even make sense? Or what about a difference between Xbox and PS?
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Old 01-25-2016, 11:40 AM   #167
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Re: Madden: A Look Inside for CFM Play

@ich2231:

I'm on PS4, developed the sliders on PS4 and I'm pretty sure khaliib (???) is on PS4 as well, so there shouldn't be any major disconnect, since you're on PS4 as well...

There can be issues when playing slider sets developed on one console or another and from gen to gen, but once again, that doesn't seem to be the case here...

I can try to address your gameplay issue, although this isn't the ideal thread to do that in...

Better to PM me or post in my blog comments, so we don't get too off topic...

Anyway:

You'll see the occasional warp due to Ball Hawk...

It's a tradeoff to keep the passing stats accurate...

Without it, the completion percentages, etc. get inflated...

I see that happen (warp pick) a couple / few times per season...total... so it's been fine by me...

If it continues to be an issue for you over a larger sample (6 to 8 games or so), then simply disable Ball Hawk...

I hope this helps!

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Old 02-10-2016, 07:29 PM   #168
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Re: Madden: A Look Inside for CFM Play

Man I just discovered this thread. What an eye opener. Madden really is a puzzle, so much happening that is awesome we don't really know about yet so many things broken. I hope the devs stumble on this thread like I did and we could see some resolution to this inconsistencies.

Really I wish they gave us more tools to tune the game to our own liking. Giving the community the power is always the best option, you can't really ever count on the developers to get everything right, that's unrealistic. But if we had the ability to change player ratings during franchise, coach settings, CPU playbooks, all that stuff under the hood. Then I have no doubt the brilliant minds here would fine the best settings. It's a shame so much of this is hidden away and untouchable.

Please Madden give us the tools!
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