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Madden NFL 10 Blog: Franchise Mode Improvements

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Old 04-07-2009, 03:49 AM   #201
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

Quote:
Originally Posted by Big_Mig_11
I also dont know what to think!!!. I know that it reads pretty unfavorable (about not exceeding potential), but in the blog, he also states that from time to time we can find the next "Brady or Colston" in the later rounds of the draft. Well, coming into the league and being 6th and 7th round picks, there "potential" (in a videogame stand point) would be mid-60's...tops. So is this a contradiction or a HUGE misunderstanding?? Either way this should and needs to be cleaned up and explained into greater depths... If not, then another sad franchise for me as I take THE most time into building up my rookies...
Or it could mean, a player being drafted in the 6th or 7th round has a high (90) potential rating but a low (68) overall rating. And his high potential rating is what will make him the next Brady or whatever.
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Old 04-07-2009, 03:59 AM   #202
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

Quote:
Originally Posted by Big_Mig_11
I also dont know what to think!!!. I know that it reads pretty unfavorable (about not exceeding potential), but in the blog, he also states that from time to time we can find the next "Brady or Colston" in the later rounds of the draft. Well, coming into the league and being 6th and 7th round picks, there "potential" (in a videogame stand point) would be mid-60's...tops. So is this a contradiction or a HUGE misunderstanding?? Either way this should and needs to be cleaned up and explained into greater depths... If not, then another sad franchise for me as I take THE most time into building up my rookies...
I think the real advantages of this potential cap are:

1) It adds some possibility for a need for good scouting, good drafting, and hopefully some luck to be successful. Not every player can now become the next Tom Brady or the next Marques Colston but this makes it so that when you get one of these players it really means something because not every player is like that.

2) It also leads to some players be predisposed to being steals so you will see players drafted by other teams become steals and so you can also draft steals yourself without having to work though a broken production based progression system to develop them

3) it gives the ability to make player's actually be busts.
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Old 04-07-2009, 04:59 AM   #203
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

Sif complain the potential rating when you've never played Head Coach.

Potential rating in HC09 was amazing.

Potential varied by scheme, production, coaches and other stuff. Like Adrian Peterson had a potential of 95 at one time and 99 with another team, coaching staff, strong production etc.
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Old 04-07-2009, 07:55 AM   #204
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

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Originally Posted by Exonerated
Sif complain the potential rating when you've never played Head Coach.

Potential rating in HC09 was amazing.

Potential varied by scheme, production, coaches and other stuff. Like Adrian Peterson had a potential of 95 at one time and 99 with another team, coaching staff, strong production etc.

His potential went down to 82 and fluctuated between 82 and 85 after 3/4 long term injuries with me , ended up trying to getting some value in a trade but only managed a 4th + 6th rd pick cos his salary was 9m (1.5m pen)... but used the 4th rounder to move up in the second round and get a guy with 93 potential .
I'd planned to trade AP in the offseason for about a year so scouted every HB in the world (and beyond)... eventually found a great one at Florida st, who was a backup in college so didn't have a great production rating (that improved once i got him the ball) but had 85 learning and 96 speed. Came in to training camp with a current ability of 72 (pot 93) and by the end of preseason he was an 84... by week 6 he was a 91. The less said about my 81 potential pick up with the 26th pick the better ()... all my scouted 1st rounders had been taken and i was given zero value to trade down- took a gamble on a LT... 19m on a blooming bust (ryan cook was better than him)...

YOU WIN SOME YOU LOSE SOME.
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Old 04-07-2009, 10:08 AM   #205
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

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Originally Posted by Bump101
Or it could mean, a player being drafted in the 6th or 7th round has a high (90) potential rating but a low (68) overall rating. And his high potential rating is what will make him the next Brady or whatever.
Correct.

It means that we can set his potential to be whatever we want, regardless of where he is drafted. Same with overall rating.
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Old 04-07-2009, 10:19 AM   #206
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

LOL funny this is the most disgruntled I have seen the OS fan base after a blog and in my opinion this blog has been the most informative and game changing to date. The blog was excellent to me and points to marked improvement in the franchise mode, far more important to me than hand towels and colored cleats....
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Old 04-07-2009, 10:28 AM   #207
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

Atleast the draft is finally getting some attention. A buddy and myself were just discussing how broken the current system is.

I hope you guys can change the graphical interface too. Something about the current gen menus just look awful to me. Can someone confirm if these are changing?
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Old 04-07-2009, 10:31 AM   #208
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

Regarding scouting, if this game is to be the most accurate reflection of what we see in NFL games and in NFL culture, scouting comments should not be anything like "he'll have awareness of no higher than 80." In baseball they use an 80 scale, but they seem to use different skill-based verbiage when talking about players in the NFL draft. Some guys are explosive off the ball, some are strong at the point of attack, some are very good at moving to the ball without wasting steps, etc.

I think the philosophy is thus off regarding how to build this "base." Simply put, I don't want my scouts to reveal exact ratings unless they're real measurables like a 40 time or a shuttle drill. And even then I want there to be a difference between raw speed and football speed, just like real life.

I'm also not sure about revealing a player's potential rating. There are guys we know have near limitless athletic potential but it feels a little cheap to know that rating ahead of time. If scouts really knew what players were capable of, the draft wouldn't be such a crapshoot. As it stands, it's a glorified guessing game.

I like most of what I've heard thus far from Ian, but I'm lukewarm about this posting, especially since I'm really into franchise modes.
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