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Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Old 05-18-2015, 02:57 PM   #385
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by roadman
I can't even begin to speculate about any of the above, but I saw Clint mention on Twitter they bit off more than they could chew on Living Worlds?????

So, if that is still the case, that might be your answer for living sidelines???(might)
So lets play this out:

If I'm a GCer and thats Clint's answer, my follow up is "What do you mean?" Does that mean you cant have intelligent crowds like Fifa has? Is it a framerate issue?

GCers cant just let them give boilerplate answers because they have the opportunity to follow up. If I tweet at Clint, I'll be lucky to get a response (because he's understandably busy) and definitely wont get a follow up.
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Old 05-18-2015, 02:59 PM   #386
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by aholbert32
I'd be ok with the OL/DL and Gap assignment responses if thats the answer they gave the GCers. My issue is there are plenty of non code/gameplay related issues that cant be brushed off by claiming "the old code makes it difficult".

How do they explain the lack of out of game "formation subs"? The lack of living sidelines (Could say framerate issues but theyve had 3 yrs to work on those.")? No CPU assigned playbooks?

Those are the type of questions that cant be brushed away. If they promise to add them in future years, the GCers should hold them to it. Some of these guys have been GCers for what five years or so? How many years can you have someone tell you "maybe next year" before you call them on it?
Imo, that's the thing about all this, that reasoning, if true, covers all ills, so to speak. It always seems to tie back to time allotment for fixes vs time allotment for new additions to market. It seems to me that even as far back as Ian, the workers have at least tried to mesh the two, touting attempted fixes as new additions to market but the issue has been they can't be true fixes when building them on broken cores, that they don't have time to fix, lol. For example, I got a response from an EA Community Rep on why there isn't a "sim" setting in Madden, a couple years ago, here

Here lies some of my frustration with Madden because none of us are ignorant to business and general video game design, we know both come with inherent hurdles but the thing with Madden is, EA has created seemingly so many unique ones, for shortsighted potential financial gains. Even something as standard as a "sim setting in an alleged simulation game doesn't merit dev time, due to the culture EA has created around this game.

That's why when people seemingly roll their eyes at others contempt for EA's business practices, as if it has no place in a Madden discussion, I smh.
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Old 05-18-2015, 03:01 PM   #387
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by aholbert32
So lets play this out:

If I'm a GCer and thats Clint's answer, my follow up is "What do you mean?" Does that mean you cant have intelligent crowds like Fifa has? Is it a framerate issue?

GCers cant just let them give boilerplate answers because they have the opportunity to follow up. If I tweet at Clint, I'll be lucky to get a response (because he's understandably busy) and definitely wont get a follow up.
Actually, he's pretty responsive on Twitter(basically the only one) if you ask the question nicely, just like at OS.
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Old 05-18-2015, 03:08 PM   #388
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by roadman
Actually, he's pretty responsive on Twitter(basically the only one) if you ask the question nicely, just like at OS.
Dont take that as bash to Clint. He is more responsive than all of them. I've never received one response about CFM issues from the other guys.
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Old 05-18-2015, 03:13 PM   #389
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by Big FN Deal
Imo, that's the thing about all this, that reasoning, if true, covers all ills, so to speak. It always seems to tie back to time allotment for fixes vs time allotment for new additions to market. It seems to me that even as far back as Ian, the workers have at least tried to mesh the two, touting attempted fixes as new additions to market but the issue has been they can't be true fixes when building them on broken cores, that they don't have time to fix, lol. For example, I got a response from an EA Community Rep on why there isn't a "sim" setting in Madden, a couple years ago, here

Here lies some of my frustration with Madden because none of us are ignorant to business and general video game design, we know both come with inherent hurdles but the thing with Madden is, EA has created seemingly so many unique ones, for shortsighted potential financial gains. Even something as standard as a "sim setting in an alleged simulation game doesn't merit dev time, due to the culture EA has created around this game.

That's why when people seemingly roll their eyes at others contempt for EA's business practices, as if it has no place in a Madden discussion, I smh.
It has a place but there comes a time when it becomes people stating the same thing over and over again.

We know what EA's business practices are. They have been this way for decades. They are pretty much the same for every game. So bringing them up in lets say in a thread about formation subs isnt constructive.

For example, "If EA wasnt so money hungry and focused on back of the box features, they would stop focusing on twitter feeds in CFM and put formation subs in the game." That point couldve been made without bringing up EA's business practices.

We are going to start cracking down on off topic comments like those that derail threads.
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Old 05-18-2015, 03:31 PM   #390
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by jpdavis82
The way I see it, is as long as our list of things we want keeps getting shorter each year, we are going somewhere good, because in the past our lists never really got smaller, they just kept changing or worse, got bigger.
I think currently a huge problem, with CFM more than anything else, is where the things implemented fall on those lists. It's great if they can get smaller and smaller but if you just continue to pluck things from the bottom you get a lot of inconsequential improvements. And I'm talking almost strictly CFM here just because there seems to be absolutely no interaction or communication in regards to anything CFM-wise.

We couldn't even look at free agent attributes but we got to hear about how much time was put into "creating" the relocation uniforms. Gameplay seems to be headed in the right direction but there is still a gigantic disconnect when it comes to CFM.
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Old 05-18-2015, 03:38 PM   #391
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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I think currently a huge problem, with CFM more than anything else, is where the things implemented fall on those lists. It's great if they can get smaller and smaller but if you just continue to pluck things from the bottom you get a lot of inconsequential improvements. And I'm talking almost strictly CFM here just because there seems to be absolutely no interaction or communication in regards to anything CFM-wise.

We couldn't even look at free agent attributes but we got to hear about how much time was put into "creating" the relocation uniforms. Gameplay seems to be headed in the right direction but there is still a gigantic disconnect when it comes to CFM.
I may lose it if they add soft features like "creating uniforms" and ignore needed things like formation subs, cpu playbook assignment and full editing.

I cant remember does Madden 15 have defensive assignments. For example, can I put Revis on a particular receiver no matter what play is called.
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Old 05-18-2015, 03:44 PM   #392
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by DeuceDouglas
I think currently a huge problem, with CFM more than anything else, is where the things implemented fall on those lists. It's great if they can get smaller and smaller but if you just continue to pluck things from the bottom you get a lot of inconsequential improvements. And I'm talking almost strictly CFM here just because there seems to be absolutely no interaction or communication in regards to anything CFM-wise.

We couldn't even look at free agent attributes but we got to hear about how much time was put into "creating" the relocation uniforms. Gameplay seems to be headed in the right direction but there is still a gigantic disconnect when it comes to CFM.
Yes, Mr Looman kinda cracked me up .Talking about how long he worked on those relocation team unis .Seems like all that time should have been spent on testing those new things they added ( new regression and confidence systems that were Horrible!! ) .Then good luck gettting that guy to respond to you on twitter.Heck i was nice and just asked( mind you i was asking if i could , didnt just go and do this) if i could PM him and got blocked..... For asking if i could PM him. smh .Thats one thing about Clint , is he will take the time to answer you as best as he is allowed at least. Id like to hear how it was more important to worry about those relocation unis over making sure the actual things they put in that effects a CFM , worked properly and realistically.... , Dont get me wrong i liked the random draft classes, sure they are not perfect , but they are pretty decent at least and they ended those draft guide cheat sheets and now people have to scout. So ill give props on that, but such a huge ball got dropped in so many other areas of CFM,those things ended up over riding the draft classes by far .
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