Home

Madden NFL 13 Connected Careers Mode Preview

This is a discussion on Madden NFL 13 Connected Careers Mode Preview within the Madden NFL Old Gen forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football > Madden NFL Old Gen
A New Patch Creates That Urge to Start Fresh
NBA 2K25 MyNBA: How to Avoid Too Many Free Agents Staying Unsigned
College Football 25 Guide: What Goes Into a 'Best Playbook' and How to Find Your Own
Reply
 
Thread Tools
Old 06-11-2012, 08:29 PM   #177
MVP
 
Outkizast's Arena
 
OVR: 12
Join Date: Nov 2006
Posts: 1,101
Re: Madden NFL 13 Connected Careers Mode Preview

Quote:
Originally Posted by BrettCM06
Exactly my point that everyone attacked me for making. They keep taking away more and more of our control over our own games and instead sell us tweaked versions of recycled features. On a side note, I'll be curious to see how badly NCAA 13's sales are affected by not having the option to import draft classes, as the game personally has no value to me personally now whatsoever.
I personally have NEVER skipped buying NCAA and Madden every year. But I'm not buying NCAA this year for 2 reasons: No infinity engine (doubt I could go back to NCAA after playing Madden) and no import draft classes.
Outkizast is offline  
Reply With Quote
Old 06-11-2012, 09:36 PM   #178
Banned
 
OVR: 5
Join Date: Jan 2008
Re: Madden NFL 13 Connected Careers Mode Preview

Quote:
Originally Posted by bichettehappens
I guess we'll have to agree to disagree on this issue then. To me, automatic progression of each player, as it was in M12 and prior, is entirely unrealistic.
Where did I say "USE" the M12 progression system as is. Did you miss where I said "enhance it"? Did you miss some of the things I mentioned as variables to use in the progression calculation?

Quote:
Originally Posted by bichettehappens
I don't think there's anything arcade about game & practice performance dictating a player's ratings considering that's exactly what dictates rating changes in the roster updates throughout the season and from year to year.
Really? You pick which players you want to go through which drills and earn XP points and then spend those XP points on whatever attribute you want that player to progress in? Or even if the XP points gained can only be used in attributes effected by the drill you select, that's still not like real life. People have limitations on what they can do. No one is limitless. Speed doesn't increase to a 4.1 40 just because players run drills. If that were the case, we would see world sprint offensive lineman.

Quote:
Originally Posted by bichettehappens
It is unrealistic for a player to jump from a 75 to an 81 despite hardly seeing the field simply because they have an A potential.
Yes, players do it ALL THE TIME, during the off-season, and during the season. Players get better with PRACTICE and film study. They don't have to be in the game on Sunday to get better. You may be surprised by this, but ALL NFL players see the field during practice, even practice squad guys.

Quote:
Originally Posted by bichettehappens
With the old progression system, there was no such thing as a bust.
There were plenty of high draft picks that weren't worth doo-doo in Madden 12. There were plenty of busts. They existed. I still would have enhanced the scouting/progression system.

Quote:
Originally Posted by bichettehappens
JaMarcus Russell came into the game as an A potential, as he should have.
In the real NFL, J. Russ. didn't have A potential. His perceived potential was an A, but his actual WAS NOT. We could get into an entire discussion about perceived vs (hidden) actual potentials in Madden along with perceived vs actual (hidden) ratings. The more you get to know a player the closer the perceived would get to the actual. An J. Russ guy would come into Madden as a perceived A potential, like all high draft picks would, but would have an F (hidden) actual potential.

Quote:
Originally Posted by bichettehappens
I mean, there was a lengthy thread last year with people pointing out everything that was wrong with the old progression system. While this may not be an egalitarian solution, it's certainly an improvement.
It's not an improvement, it's a step backwards. An improvement would be to enhance the existing progression system, adding the many things that we did talk about in the threads you mentioned, making progression much more realistic, not taking a step backwards.

Quote:
Originally Posted by bichettehappens
And in order to make Ochocinco progress, you would in turn be sacrificing XP (through more targets for 85) that other, younger players could be earning, considering that it's harder to improve an older veteran player than a young up-and-comer. But, that's up to the end user to decide who to focus on improving.
And that's what's unrealistic. You are choosing who works hard and who doesn't. In real life, MD Jennings isn't being held back just because Donald Driver is WORKING HARD. This new system, as I understand it so far (and I could be missing some things) is just plain unrealistic. And to me that is just plain stupid.

Quote:
Originally Posted by bichettehappens
I thought the people upset about the changes were feeling that way because they had less control, but the XP system gives them more control over progression than they've ever had...
You should not have more control over progression. That's not how it works in real life. The only control you should have over progression is who you hire as a coaching staff and how well/who you draft. Scouting should work the same way. Perceived potential vs hidden actual potential. The better your scouting staff the more accurate the scouting reports.

I guess we will have to agree to disagree. I want more realism, and I want complete customization at the same time. In fact, I want stat based progress and XP progression to exist but not be mandatory. I want to shut stat based and XP off and allow you to turn it on. They should have greatly enhanced the progression that was in Franchise, not scrap it and replace it with something that's even slightly more unrealistic.

Hope that clears up my stance for you.
bucky60 is offline  
Reply With Quote
Old 06-11-2012, 09:44 PM   #179
Banned
 
OVR: 5
Join Date: Jan 2008
Re: Madden NFL 13 Connected Careers Mode Preview

Quote:
Originally Posted by bfslcommissioner
I don't understand how performance based/stat based progression is worse than random progression that has no rhyme or reason to it?
Random progression with no rhyme or reason doesn't even come close to a non stats based progressions system. Stats based progression is completely backwards to how real life works. You get better, then you perform better. You don't get better because you perform better. The cause and effect is completely backwards.

And progression, in real life is rather random. Rich Gannon excelled late in his career. I think Madden's progression should have some of what MLB2k has, where a player has a range of peak years. A player can then peak late in his career, or peak early and fizzle out early. Much more like real life than stats based progression.
bucky60 is offline  
Reply With Quote
Old 06-11-2012, 09:46 PM   #180
MVP
 
OVR: 16
Join Date: Jun 2010
Location: AZ
Yeah we're just going to have to agree to disagree, it is what it is.
bichettehappens is offline  
Reply With Quote
Old 06-11-2012, 10:42 PM   #181
Pro
 
OVR: 9
Join Date: Mar 2009
Re: Madden NFL 13 Connected Careers Mode Preview

I think I'm gonna like the new progression system way more than the last one seeing as how it's all judged by what the player actually does as opposed to being destined for greatness no matter what. I see nothing wrong with a player setting a reasonable goal, accomplishing it, and becoming better because of it. It makes sense to me.
speedy9386 is offline  
Reply With Quote
Advertisements - Register to remove
Old 06-11-2012, 11:07 PM   #182
Banned
 
OVR: 5
Join Date: Jan 2008
Re: Madden NFL 13 Connected Careers Mode Preview

Quote:
Originally Posted by speedy9386
I think I'm gonna like the new progression system way more than the last one seeing as how it's all judged by what the player actually does as opposed to being destined for greatness no matter what. I see nothing wrong with a player setting a reasonable goal, accomplishing it, and becoming better because of it. It makes sense to me.
Nothing wrong with you liking it. It's just not realistic. It's arcady.
bucky60 is offline  
Reply With Quote
Old 06-11-2012, 11:57 PM   #183
Banned
 
Big FN Deal's Arena
 
OVR: 33
Join Date: Aug 2011
Re: Madden NFL 13 Connected Careers Mode Preview

Quote:
Originally Posted by bucky60
Nothing wrong with you liking it. It's just not realistic. It's arcady.
Good ole Bucky60, lol. Please don't start that stuff up again that whatever you declare realistic, is and anything else is arcadey. lol http://www.operationsports.com/forum...post2042966142

Glad to see you posting again, so what do you think of the Potential rating being removed and potential now being inherent?
Big FN Deal is offline  
Reply With Quote
Old 06-12-2012, 09:28 AM   #184
Rookie
 
OVR: 0
Join Date: Jul 2011
Re: Madden NFL 13 Connected Careers Mode Preview

Sorry if it's been asked before but regarding the created player...

Say 2-3 seasons in I create a QB I want to control. I can set him as a 1st round pick right?

Do I then pick the team too, or does he get drafted by the computer?

I'm hoping he gets drafted as AI players would but I gotta feeling it won't be like that.
IWWROCKS is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football > Madden NFL Old Gen »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 07:13 PM.
Top -