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Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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Old 08-17-2012, 12:04 PM   #153
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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Originally Posted by CRMosier_LM
They dont have a clue because they only people that know anything about the game until its released are employees, specific media, and CE attendees. They aren't going to reveal inside info to some guy working a hotline in Pensacola anything.

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Yeah, haha...and I wasn't even thinking they were in this country by later in the conversation. Anyway, it was just per the confusion of what we've been told, and now, how it's written in the manual. As soon as the game comes out, I'm likely going to write another blog on how hardcore, beloved feature loving mofo's can enjoy the game, should CCM not appeal to them. I'm seeing the light.
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Old 08-17-2012, 01:35 PM   #154
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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Originally Posted by CRMosier_LM
The user interface has to be added on to, limitations have to be written, and then it has to pass QA... You are talking about a couple months of work to ensure it is done correctly and plays well with the rest of the additions.
From what I understand, the UI is already their. It's exists for Play Now, unless what I heard is incorrect. The limitations would have to already be their, and it would already have had to pass QA. I think you are greatly overstating the effort involved.

And exactly what features would editing rosters break? XP? Goals? If you are editing a player, you can make adjustments for this, by editing the player/coach.
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Old 08-17-2012, 01:50 PM   #155
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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Originally Posted by bucky60
From what I understand, the UI is already their. It's exists for Play Now, unless what I heard is incorrect. The limitations would have to already be their, and it would already have had to pass QA. I think you are greatly overstating the effort involved.

And exactly what features would editing rosters break? XP? Goals? If you are editing a player, you can make adjustments for this, by editing the player/coach.
In speaking with my best computer savvy friend, it basically equates to this: If XP wasn't coded as optional (meaning we could turn it off) and/or if storylines wasn't coded as optional (meaning we could also turn them off), then editing (most likely editing ratings) would cause a freeze in the program/game because it could not recognize "not having to" trigger the code for XP and/or storylines. Essentially, with coding and computers all just being numbers, said numbers have to all line up or coding must be specifically done so that there's bypass algorithms. I hope that's not too technical. That's seriously the most general way he could explain it to me, too...haha.
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Old 08-17-2012, 01:56 PM   #156
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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If XP wasn't coded as optional (meaning we could turn it off) and/or if storylines wasn't coded as optional (meaning we could also turn them off), then editing (most likely editing ratings) would cause a freeze in the program/game because it could not recognize "not having to" trigger the code for XP and/or storylines.
But editing a player would have nothing to do with triggering XP since XP is tied to previously setup goals. It should not have anything to do with triggering XP code. As far as story lines go, the story lines should be parametrized and dynamic and should not be static. The changed position or abilities should just trigger a different story line reflecting the changes to the player. Goals should be just as dynamic.
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Old 08-17-2012, 02:05 PM   #157
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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But editing a player would have nothing to do with triggering XP since XP is tied to previously setup goals. It should not have anything to do with triggering XP code. As far as story lines go, the story lines should be parametrized and dynamic and should not be static. The changed position or abilities should just trigger a different story line reflecting the changes to the player. Goals should be just as dynamic.
I hear you. Something else I thought about, though, and I didn't get to ask him about...but let's say there's only one "open" algorithm in the game for CCM careers because honestly there's only one player or coach you can play as per career. That means only one open/customizable (by name - meaning, you can have any name) slot for XP and storylines to be triggered for...and then all the other players are set in stone algorithms - one same algorithm...it can't be changed at all. In that case, yes, fully editing just names alone of other players for your custom roster to use in CCM would likely freeze up the whole game, I think. When I can ask, I will...but this would be a solid inquiry to pose to a GC or EA dev, too. I bet this is the issue.
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Old 08-17-2012, 02:10 PM   #158
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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I hear you. Something else I thought about, though, and I didn't get to ask him about...but let's say there's only one "open" algorithm in the game for CCM careers because honestly there's only one player or coach you can play as per career. That means only one open/customizable (by name - meaning, you can have any name) slot for XP and storylines to be triggered for...and then all the others are set in stone algorithms...can't be changed at all.
This could very well be true, but then I would question the design. Their really should not be SLOTS for editing. Everything, story lines, goals, should have been parametrized to reflect the player/coach and no SLOTS should be needed, just rosters with ratings on abilities. The key to the goals and story line database should not be by name, but should be by the players/coaches abilities. It should not be so static. It should be designed to be dynamic. So I would then question the design of the feature.
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Old 08-17-2012, 02:30 PM   #159
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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Originally Posted by bucky60
This could very well be true, but then I would question the design. Their really should not be SLOTS for editing. Everything, story lines, goals, should have been parametrized to reflect the player/coach and no SLOTS should be needed, just rosters with ratings on abilities. The key to the goals and story line database should not be by name, but should be by the players/coaches abilities. It should not be so static. It should be designed to be dynamic. So I would then question the design of the feature.
I'm thinking either they did it purposely because they knew they didn't have time (after trying already) to make it wide open for us to edit...or they seriously didn't figure it out until near last minute, and therefore still really did run out of time. Then again, the manuals do read vaguely that we "can" edit, supersim and use custom playbooks. Maybe they pulled it off...or they intend to..? We shall soon see.
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Old 08-17-2012, 02:38 PM   #160
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Re: Madden NFL 13 Connected Careers Manual and Game Manuals Available Now

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Originally Posted by CRMosier_LM
I understand your frustration but really you couldn't be more wrong. It's not just "flipping a switch". There are dozens of protocolss to follow that were not able to be done for this year. The user interface has to be added on to, limitations have to be written, and then it has to pass QA.... You are talking about a couple months of work to ensure it is done correctly and plays well with the rest of the additions.

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They've already HAD a couple of months since they broke the news and we flipped out on them. Should be fixed by now.
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