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Madden NFL 10 Blog: Franchise Mode Improvements

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Old 04-07-2009, 01:05 AM   #185
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

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Originally Posted by Cnada
Yeah i was just taking a 2nd look at the blog and notice that too.
Does that mean most undrafted rookies cannot exceed an overall Rating? that is if his potential is say 85, i use him all season has a cromartie rookie year, i cant get him above 85?
If I understand this "potential" rating thing...yep, I believe what you said here is correct. I don't know...maybe it'll be ok. Myself...I'm just not quite sure what to think about this.
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Old 04-07-2009, 01:27 AM   #186
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

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Originally Posted by Vikes1
If I understand this "potential" rating thing...yep, I believe what you said here is correct. I don't know...maybe it'll be ok. Myself...I'm just not quite sure what to think about this.
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...
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Old 04-07-2009, 01:31 AM   #187
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

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Originally Posted by Vikes1
If I understand this "potential" rating thing...yep, I believe what you said here is correct. I don't know...maybe it'll be ok. Myself...I'm just not quite sure what to think about this.
mmmm could have some bad consequences later on, could potencially make lower rounds useless if their a not a gem since the potencial would be too low.

If ive learnt anything about gaming previews,blogs,marketing the important things is what is not mentioned rather than promoted. I remember in madden 07 or 08 some big feature was gone, i remember caused alot of controversy but as far as gaming you gotta stay one step ahead of everything promoted cos the cracks break the game not the peaks
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Old 04-07-2009, 01:31 AM   #188
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EA, can you provide us some info regarding an online franchise? It would be great if it was done like NCAA 09, but I would be ok with the EA Locker set up from past gen games. Don't keep us hanging too long
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Old 04-07-2009, 01:34 AM   #189
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Also, in past-gen when your team wins the Super Bowl all of the players would get a 99 in awareness. When you discussion progression further can you let us know if there will be a similar progression boost for taking home the Lombardi?

Thank you!
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Old 04-07-2009, 01:38 AM   #190
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

IMO, the only potential cap we should see is one for physical attributes. The potential cap for what a player can rise to in overall rating should not be seen.

When scouting players based on physical potential, your scout could say..." this HB has great potential. He has a frame that could easily add 15 lbs. and he wouldn't lose a step. He could benefit from some strength and speed training."


Seeing physical potential is a real life scenario used by scouts everyday. It's easy to predict what a player is physically capable of. That's why they treat all the guys going into the combine like they're horses at a horse auction. (poking, prodding, measuring etc.)

Knowing exactly how good a player will be in the future by seeing a "potential cap" would be very unrealistic. No one knows exactly how a player will develop their skill sets. The potential rating of each player in the draft of the Franchise mode needs to reamain hidden, and be very random. We should get hints on whether the player has high or low potential based on scouting, but never given an absolute number for it.

One last point. I don't agree with not being able to see the CPU players potential either. Most GM's and scouts, look at way more than just the players they draft. Many teams scout a player and can't draft fhem on draft day, does that mean they suddenly forget everything about that player...???

Example...... Ron Wolf scouted and wanted Brett Favre in the draft , but the Falcons drafted him before he had the chance. Wolf became the Packers GM, and we all know the rest of the story as he traded for Favre in a move that went down in history. I'm pretty sure Wolf didn't need to have Favre on his roster to see his potential.
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Old 04-07-2009, 01:44 AM   #191
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

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Originally Posted by Vikes1
If I understand this "potential" rating thing...yep, I believe what you said here is correct. I don't know...maybe it'll be ok. Myself...I'm just not quite sure what to think about this.
Always read the fine print...
this may be a cause for concern...
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Old 04-07-2009, 01:52 AM   #192
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Re: Madden NFL 10 Blog: Franchise Mode Improvements

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Originally Posted by Step2001
Playing NFL Head Coach 09.

The potential that a player can reach can change based on a couple of factors.

The coaches played a role. How the player held on to his knowledge. His production on the field.

I have moved Sam Hurd up from a 68 to a 75! 68 was his capped potential. 75 is now his new potential based on hard work.

This is great news. If this is the way it will work in Madden then I have a much lesser problem with it. I still would prefer to not see the actual cap number, but if it's not set in stone, then it would be so much more realistic. Thanks for posting this.
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