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Madden NFL 13 Roster Editing Issue Rears Its Ugly Head

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Old 06-24-2012, 02:37 PM   #1121
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They ran out of time for something which many view as a critical feature but had plenty of time to include fake twitter feeds? I can already see those getting old after one season, and seeing recycled tweets after about week 8. I could deal with no editing players if custom draft classes were still available but not to have either is a major deal breaker. Did anyone use the draft classes from Madden 12? I tried it once and it was a complete joke, more guys from FCS schools than any of the major conferences. I used to buy both NCAA and Madden every year so I could edit the draft classes the way I wanted to and use them in both games. I would like thank the fine folks at EA Sports for saving me $120 this year as I now have no need to buy either game. I wonder how much money NCAA 13 will lose as a result of this boneheaded decision.
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Old 06-24-2012, 02:40 PM   #1122
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Re: Madden NFL 13 Roster Editing Issue Rears Its Ugly Head

Not being able to edit player numbers is the only thing that REALLY bothers me. Every year I end up with practically my entire rookie class being given retired numbers and every year I need to edit it. It's sacrilege to see another Giants LB wear #56, for instance.
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Old 06-24-2012, 06:27 PM   #1123
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Quote:
Originally Posted by kbusch22
Not being able to edit player numbers is the only thing that REALLY bothers me. Every year I end up with practically my entire rookie class being given retired numbers and every year I need to edit it. It's sacrilege to see another Giants LB wear #56, for instance.
Or having two (or more) players with the same number. Always great seeing both my OLB's with the number 53, as well as one of my centers.
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Old 06-24-2012, 07:24 PM   #1124
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Re: Madden NFL 13 Roster Editing Issue Rears Its Ugly Head

Quote:
Originally Posted by kbusch22
Not being able to edit player numbers is the only thing that REALLY bothers me. Every year I end up with practically my entire rookie class being given retired numbers and every year I need to edit it. It's sacrilege to see another Giants LB wear #56, for instance.
I agree about the numbers thing and could live with no rating edits in mode like before but not to allow roster editing before entering the mode is what really gets me as that means no CAPs and having no position changes is absurd
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Old 06-24-2012, 10:35 PM   #1125
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Re: Madden NFL 13 Roster Editing Issue Rears Its Ugly Head

Apologies if this has been mentioned before, but:

It just occurred to me that because we can't edit before franchise, the fake FAs (EA Employees and Make A Wish kids, etc) and retired (overrated) FAs will be impossible to keep out of the game...

This now marks a new "Third Level" of UGH for me...



Madden has been my favorite and most time intensive hobby for over a decade...

It's like telling a golfer:

"You can still play golf, but only one one course, "closest to the hole" wins, AND we'll be choosing your club for each individual shot from now on"...

Ridiculous...

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Old 06-24-2012, 11:55 PM   #1126
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Re: Madden NFL 13 Roster Editing Issue Rears Its Ugly Head

Quote:
Originally Posted by KingV2k3
Apologies if this has been mentioned before, but:

It just occurred to me that because we can't edit before franchise, the fake FAs (EA Employees and Make A Wish kids, etc) and retired (overrated) FAs will be impossible to keep out of the game...

This now marks a new "Third Level" of UGH for me...



Madden has been my favorite and most time intensive hobby for over a decade...

It's like telling a golfer:

"You can still play golf, but only one one course, "closest to the hole" wins, AND we'll be choosing your club for each individual shot from now on"...

Ridiculous...
This didn't happen last year, I don't know why it would this year. At least as far as the employees and Make-A-Wish ones are concerned. As for the Free Agents that are retired, there is a point where they stop editing roster's and they can't predict the future so there's not much they can do about that.
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Old 06-25-2012, 12:26 AM   #1127
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Re: Madden NFL 13 Roster Editing Issue Rears Its Ugly Head

Quote:
Originally Posted by DeuceDouglas
This didn't happen last year, I don't know why it would this year. At least as far as the employees and Make-A-Wish ones are concerned. As for the Free Agents that are retired, there is a point where they stop editing roster's and they can't predict the future so there's not much they can do about that.
I disagree.

In my initial test franchise last season with EA's opening day rosters, both Robert You and the EA female QB (forgot her name) got picked up by CPU controlled teams...

Secondly, I didn't mean FA that will eventually retire...

I'm afraid you're going to see "classic players" (Jerry Rice, for example) in the FA pool that may be very attractive signings to CPU controlled teams...

In ANY of the above, an easy workaround has been removed and we are forced to accept the developers level of "sim", as opposed to the users...

Furthermore, the ability to edit P. Manning (for example) was the only way to keep it "real" for 2011...

To each his own...I guess it's a "wait and see", but this does not look promising to this guy...


Last edited by KingV2k3; 06-25-2012 at 12:48 AM.
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Old 06-25-2012, 01:51 AM   #1128
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Re: Madden NFL 13 Roster Editing Issue Rears Its Ugly Head

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Originally Posted by Big FN Deal
This is one of my personal Madden crusades, so I felt compelled to comment.

Every NFL player has hard unbiased numbers/data that can be used, in a standard formula, to create player ratings in Madden. If that was done, the only thing subjective would be the parameters of the standard formula, not the ratings themselves, which is potentially less controversial and easier to acquire a consensus around.

None of the ratings in Madden should be subjective, they should all be calculated using agreed on universal formula(s) and data. So if Donny Moore and the ratings "team" decide that AWR should be based on the Wonderlic Test and a players number of years in the NFL, converted into a 0-100 scale rating for every single player, AWR is no longer subjective.

Maybe this kind of stuff happens in every sports game but I am a NFL gamer primarily so Madden is the only one I care about enough to notice. It seems to me like EA/Tiburon is rife with departments intent on making creating a NFL football game harder than it has to be from marketing, to R&D, to ratings. I am sure there are enough challenges to sports game development without these departments needing to make themselves overly relevant. R&D-find ways to copy NFL football in Madden, marketing-sell the NFL football in Madden and ratings-create base formula(s) to input NFL football player data to achieve a universal scale. /rant
But thats NOT how its done. Look at all the rage post roster updates: People look at the OVR rankings, and thats it. EA fits each individual rating in such a way that the OVR makes sense, so you ocassionally end up with a 330 pound lineman with 65 strength.

APF 2k8 had the right idea: Player attributes. What makes a player better then the average? Do we REALLY care if SPD is an 87 or 88? Does it make a difference in gameplay?

Give me positive and negative attributes, and you can easily get rid of the rating system, and make is easy to see what players do better, or worse, then the average NFL player.
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