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Madden NFL 16 Connected Franchise Details Revealed

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Old 05-30-2015, 04:40 AM   #241
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Re: Madden NFL 16 Connected Franchise Details Revealed

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Originally Posted by CH3A8SE
I believe that the article states that players who are projected to go late,but there "true value" is like a 2nd round pick, that some teams will know this and act on it and others will not. So it is up to you to draft him at his true value, where he is projected to go, or somewhere in between. The risk seems to be that any other team(s) that scouted him may scoop him up at anytime.
Yeah I know they used to kind of do that too but it still seemed like they'd wait too long and you could always pluck the great ones a round early. I just don't like the idea of being able to scout a "tell all" which is what it seems like this could be. "This guy is a 6th round projection but he's actually the best rated player in the draft." Who is making those projections then?

I've mentioned in my off-season thread that I'd like to see something along the lines of Mayock/Kiper/McShay projections but the more I think about it, I think I'd like to just see the projections removed from players altogether or maybe just generalized even more. Then the user could make their own board based off their scouting and combine data. I'll have to wait and see exactly how scouting works and plays out but I feel like some tweaks to the system before would have been better.
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Old 05-30-2015, 07:53 AM   #242
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Re: Madden NFL 16 Connected Franchise Details Revealed

The Dynamic Drive Goals feature is cool it truly influence the way you play. The players improve their skills by the goals they score.
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Old 05-30-2015, 09:34 AM   #243
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Re: Madden NFL 16 Connected Franchise Details Revealed

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Originally Posted by henry963
The Dynamic Drive Goals feature is cool it truly influence the way you play. The players improve their skills by the goals they score.
True but there is no penalty for not achieving those goals which makes it all reward and no risk at all.
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Old 05-30-2015, 09:39 AM   #244
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DYNAMIC DRIVE GOALS
Each new drive contains a Drive Goal that can be completed for bonus XP and/or Confidence.

Gives you something to work towards. Hopefully doesn't take you out of the game plan of the game. Grade B



Specific goals are tailored based on events in the current game to give players a unique challenge each and every game.

Not sure about this one. Cause every game is different and you play a team a certain way. But the challenge sounds unique. Grade C



Dynamic Drive Goals truly influence the way you play. The more goals you complete, the faster your players improve.


Great addition to grow faster and connect with player. Grade A



POST-PLAY GOAL FEEDBACK
The team listened to fan feedback and made it easier for players to see which goals have been completed in-game. This year, players will now see goal feedback throughout the mode.

Another way of connecting the mode with players and following up with the goals. Grade A


XP and Confidence updates appear next to your player at the end of each play. A new ticker at the bottom of the screen tracks goal progress and shows updates to all the goals influenced that play.


I like Banners and STATS and Players numbers. Hopefully can tie it into the commentary. Grade A



Players will also notice new broadcast interface elements that celebrate completing goals. This adds up to a groundbreaking broadcast experience for Connected Franchise.

Indivdual goals are great and seeing them post would be a great addition as well. Hopefully some team goals as well. Grade A



WEEKLY GOALS
Weekly goals have been refactored from the ground up by implementing a new quest-like system that chains goals together week to week. These goals are assigned based on performance, position, and career status and are both team-based and individual.

For example, a “Breakout Running Back” goal may be triggered for rookie running backs that are having a great season.

As goals are completed or missed, player confidence will fluctuate. Some focus on negative stats such as fumbles and interceptions, and are tied to regression.




Great feature to connect the goals daily to weekly and season and career. Grade A




GOAL LOADING SCREENS
New goal loading screens allow players to maximize goal completion. Completing these goals during the game will give you additional XP and/or Confidence that helps players perform better on the field.


I'm unsure about this one. But does sound like it will help with the goals. Grade C


THINGS TO DO
The Connected Franchise Hub is more streamlined, and players can find what they need faster than ever.



It all starts on the consolidated Things to Do screen, which brings all the information from last year’s Actions and Home to one convenient location. Players can see where they stand in the season timeline, and how far they are from the Playoffs.




Easier Interface is always a good thing. Grade B


VISUAL TEAM DEPTH CHART
One major overhaul this year is the all-new Visual Team Depth Chart, which allows players to easily see each side of the ball and make adjustments.

Your depth chart is the heart and soul of your team, which is why we brought it to the forefront with the Team Panel. Simply drag and drop players to reorder the depth chart.


Not really a new feature. Cause MUT has this option I've heard. But nice to Bring it over to Franchise Mode. Grade C



PLAYER CARD
Another big improvement is the new Player Card, which gives players an attribute breakdown without having to scroll left or right on a spreadsheet. This screen includes all the key position attributes for the player, and which attributes are being affected by Confidence.

Quickly perform key actions such as spending XP, viewing goals, adding to the trade block, and more.


It seems like a great addition Grade B

NEW SCOUTING
Scouting has been reworked from the ground up in Madden NFL 16. Coaches and Owners will see a “Thing to Do” item in Week 3 that instructs how to Scout. The basic concept is that you’ll spend Scouting Points on a player, learn more about their abilities, and decide whether you want to select them in the upcoming NFL Draft.

Scouting Points unlock a player’s top three attributes, with the third unlock providing their true draft value. This true draft value will help teams find “Diamonds” and “Overvalued” players in the draft class.

Will you take a projected fifth-round pick with second-round skills in round two, or wait until later hoping that others don’t realize his potential? These are the types of decisions that come to life with the new true talent rating.


Easier to Draft hidden jems. I like the current Draft Scounting. I think the presentation of it is terrible. Should make a appealing visually . Show the commissioner and player and jersey in the 1st round . Show the green room. Have a different location where the draft would be held in different seasons. Add the Stage presence and players and family back stage. Grade B



COMBINE STATS
Players can now access Combine Reports during NFL Combine Week, which includes a Combine Grade and results from six Combine events: 40-yard Dash, Vertical Jump, Broad Jump, 3 Cone, 20-yard Shuttle, and Bench Press. These results can be seen without spending any Scouting Points.

Combine Reports not only include results, but also how players stack up compared to others at their position. Will you draft the fastest running back in the class, or look for a well-rounded player?


Anything that makes drafting players connected the Franchise is a great feature. Grade B



DRAFT FEEDBACK
The Draft screen itself has received a visual overhaul, and now provides much-needed feedback right after selecting a player. You’ll immediately be able to see the player’s attributes and where he was ranked, which provides immediate feedback on whether or not you made a good pick.


The presentation of the draft needs a overhaul Grade B


MEMBERS LIST
New Members panels allow players to quickly interact with fellow league members in a Cloud Franchise. You can see their game status and whether they’re online.

Commissioners can toggle Auto Pilot, clear cap penalties, and remove them from the league.


Great addition for league. SHould be able to view there game as well via website or Twitch or Ustream. Grade B

SIM-A-WIN
League commissioners can influence wins by using the League Schedule. Sim-a-Win allows you to set the winning team for any game that has not been played.

This tool allows players to craft the season of their dreams, and also helps facilitate large multiplayer leagues.



Great addition when players don't play there game. Grade A


FREE PRACTICE
Players voiced a desire to practice with their Franchise team, so the team went ahead and added Free Practice to Game Prep this year.

Coaches or Owners can take their team on the field to experiment by using Free Practice. When Game Prep is available during the week, Free Practice can also be used at no additional cost.

Free Practice is a great way to a look at how a team plays, and lets players stay ahead of the curve.



I've been waiting for this feature for a long time. Grade A+

CONFIDENCE TUNING
Confidence has been greatly tuned in Madden NFL 16. We’ve decreased the amount that confidence changes for every player, and also adjusted the ratings per position that can go up or down, and how confidence impacts them.

A new Game Prep activity has been added to the preseason, which allows teams to improve their low confidence before the season begins. We’ve also increased the amount of time each team has in Game Prep every week.


Simply and excellent features to improve rookies and players rated lower. Grade A+

OWNER MODE FINANCE TUNING
Small-market teams in older stadiums now have more money to spend into the offseason every year.


Another excellent addition to help small market teams build a powerhouse franchise or Dynasty. Grade B+



Overall

Some the additions seems like they should already be added. Than again I think EA lacks overall presentation of the Franchise mode. If they can tie the game in into a weekly show 24/7 NFL Network and Build from the preseason to offseason with Dynamic visual it would reall complete the story. Instead of us left hanging waiting for next year game.
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Old 05-30-2015, 12:04 PM   #245
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Re: Madden NFL 16 Connected Franchise Details Revealed

So Special Teams depth has not been addressed as of yet. at least as far as having the ability to edit special teams depth; I am still hoping that EA/Tiburon will adjust which players are used on special teams, and get rid of all the starters playing on special teams...

For example of an issue: I am playing MUT at the moment, and I have no incentive to purchase or retain players beyond starters because I can get by with starters only, except for Long Snapper and 3rd down back assignments, which are easy to fill with starters again....

When my #2 WR, Jordy Nelson is making tackles on special teams, there is a problem...Special Teams, in real football, is a very important part of the game...Granted it took many years to honor Punter Ray Guy in the HOF, but players like him, in special roles, make or break games...

Last edited by 4thQtrStre5S; 05-30-2015 at 05:06 PM.
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Old 05-30-2015, 02:49 PM   #246
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Re: Madden NFL 16 Connected Franchise Details Revealed

Quote:
Originally Posted by DeuceDouglas
Yeah I know they used to kind of do that too but it still seemed like they'd wait too long and you could always pluck the great ones a round early. I just don't like the idea of being able to scout a "tell all" which is what it seems like this could be. "This guy is a 6th round projection but he's actually the best rated player in the draft." Who is making those projections then?

I've mentioned in my off-season thread that I'd like to see something along the lines of Mayock/Kiper/McShay projections but the more I think about it, I think I'd like to just see the projections removed from players altogether or maybe just generalized even more. Then the user could make their own board based off their scouting and combine data. I'll have to wait and see exactly how scouting works and plays out but I feel like some tweaks to the system before would have been better.
I wish they would just keep it simple first then build from there, all based on the real NFL. In the past, probably M12, the draft was simple and realistic, combine data, an inexact skills graphic, collegiate stats and NFL player comparisons/prototypes. If they wanted to expand from there, great, I think the next step could have been unlocking DPP info and that would have hopefully lead to adding more player differential systems, so those could be unlocked.

I get that the goal is to make the scouting process more interactive but do so within a real NFL context. What scouting is supposed to represent is trying to find some tell or info that reveals something about a player that the basic numbers don't but that can't happen when those type of things aren't affiliated with scouting or don't even exist in the game.

It's this same theme with Madden, where they take some real football terminology like scouting and add it to the game but out of football context, in the name of "fun", which makes no sense when it could be just as enjoyable used in context.
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Old 05-30-2015, 04:52 PM   #247
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Madden NFL 16 Connected Franchise Details Revealed

It is still very frustratingly odd though that the smallest things such as formation subs (which has already been implemented into an EA football game making it crazier) and such things as the aforementioned special teams players and the fact that the backup quarterbacks still holds for the kicker when that hasn't happened since what? 2007 or 2008? Just weird stuff.
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Last edited by icepikk; 05-30-2015 at 04:54 PM.
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Old 05-30-2015, 05:17 PM   #248
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Re: Madden NFL 16 Connected Franchise Details Revealed

I believe that having a true special teams depth chart would do great for a means to develop players, and open up the later draft rounds to be more important; as we know, generally, many late round picks are used to pick up potential players for special teams or practice squad in hopes that they will gain experience...If Madden were to implement a special teams depth chart, and even a practice squad, this would open up avenues for applying XP to these players and gives the user more influence to grab late round picks and keep them...

NFL players make it to the Pro Bowl based on Special Teams play; hell Desmond Howard won a Super Bowl MVP for his special team work, a 99 yard kick return for a TD, which is a record...

If it is in the game, EA, it should be in this game..


"Howard was voted the Most Valuable Player of Super Bowl XXXI and is the first and currently the only special teams player to win the award. He is one of only four players to win both the Heisman Trophy and Super Bowl MVP; Roger Staubach, Jim Plunkett and Marcus Allen are the others. Howard was ranked the ninth Greatest Return Specialist in NFL History by NFL Network's NFL Top 10 Return Aces. On July 16, 2011." ~ from wikipedia...

^^^Special Teams players are even ranked in the NFL...

Also consider a player like Cowboys' Bill Bates, who, as he got later in years, was able to expand his playing career by being a special teams player..And a damn great one too...

Last edited by 4thQtrStre5S; 05-30-2015 at 05:24 PM.
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