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Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Old 05-31-2015, 12:22 AM   #105
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by IndyColts2
Should probably pay attention to her tonight instead of OS threads, just saying. Whenever you're free let OS and myself know. We can have the website's first Twitch Madden Bout. I'll be waiting. Should be fun.
I'll be there..Anytime between tomorrow evening and wednesday evening,...

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Old 05-31-2015, 12:25 AM   #106
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by ggsimmonds
I think one of us has it wrong. It was my understanding that the user has 3 tiers to unlock but each tier provides 1 attribute and then on the 3rd you also get the bonus of draft value.

So first unlock for a WR may reveal route running of 85. Second reveals rls of 84, third reveals that his CIT is 79 and that he is a 3rd round talent.

Relevant text from blog:
"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."

You would then combine this with his combine numbers to get a fuller picture of the player.
I was wrong.

Scouting starts at 38:00 in the podcast, here are notes I just took from it, stopped at draft stuff:
- UX goal of 'what are these players good at?'
- 3 unlocks, 3 attributes (their best attributes for their position)
- example: route runner, hands vs player good at blocking (example kinda sounds like a TE)
- 3rd unlock also gets you 'true talent level' - where does this player actually rank based on his actual against the rest of the board. Reveals overvalued or hidden gem players.
- tuned how many points you get, get a few more points this year
- Team needs are on the scouting screen to help you target (used to be a few screens away)
- scouting has to be done weekly after week 3, can't stockpile points rather than a reactionary end of year shotgun exercise

I almost certainly like this mechanism better than 15, as someone who didn't have it 'down' a real good system for finding players. Like Rich Grisham I was one of the 'do it right before the draft' scouters. I do hope that it will delegate scouting for you if you don't.
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Old 05-31-2015, 12:27 AM   #107
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by 4thQtrStre5S
LOL..I know all about it..Fact is, we are chilling, and my old lady is going to Jacksonville tomorrow, so we are spending the evening together; after she leaves I have the next 4 evenings to play around..
It's all good, I just checked through some of your OS posts and since you made that post, which almost made me "report" someone for the first time, about real football translating into competitive Madden success, I wanted to ask, how much playing Madden competitively have you actually done?

I saw one post where you stated you haven't even played CFM in M15, which, in case you didn't know, Madden has a history of playing very different in various modes, so an experience in Play Now can be something else entirely in other modes. Also I noticed you posting frequently in slider threads, again seemingly centered on Play Now, not "competitive" modes vs another person.

Not intending to interrogate you and I won't go any further into it, was just curious because of some of the comments you've made about real football in relation to Madden which have baffled me but might make more sense if you haven't actually played people much.
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Old 05-31-2015, 12:29 AM   #108
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by Big FN Deal
It's all good, I just checked through some of your OS posts and since you made that post, which almost made me "report" someone for the first time, about real football translating into competitive Madden success, I wanted to ask, how much playing Madden competitively have you actually done?

I saw one post where you stated you haven't even played CFM in M15, which, in case you didn't know, Madden has a history of playing very different in various modes, so an experience in Play Now can be something else entirely in other modes. Also I noticed you posting frequently in slider threads, again seemingly centered on Play Now, not "competitive" modes vs another person.

Not intending to interrogate you and I won't go any further into it, was just curious because of some of the comments you've made about real football in relation to Madden which have baffled me but might make more sense if you haven't actually played people much.
You just had to bring up another pet peave of mine.. "Play Now and CFM play differently"
Damn you...
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Old 05-31-2015, 12:33 AM   #109
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by mestevo
I was wrong.

Scouting starts at 38:00 in the podcast, here are notes I just took from it, stopped at draft stuff:
- UX goal of 'what are these players good at?'
- 3 unlocks, 3 attributes (their best attributes for their position)
- example: route runner, hands vs player good at blocking (example kinda sounds like a TE)
- 3rd unlock also gets you 'true talent level' - where does this player actually rank based on his actual against the rest of the board. Reveals overvalued or hidden gem players.
- tuned how many points you get, get a few more points this year
- Team needs are on the scouting screen to help you target (used to be a few screens away)
- scouting has to be done weekly after week 3, can't stockpile points rather than a reactionary end of year shotgun exercise

I almost certainly like this mechanism better than 15, as someone who didn't have it 'down' a real good system for finding players. Like Rich Grisham I was one of the 'do it right before the draft' scouters. I do hope that it will delegate scouting for you if you don't.
I'm not exactly a fan of either, but I prefer the old one. Primarily because I did have a system and the system was flexible enough to allow for house rules (e.g. I only unlocked letter grades and never actual attributes).

It is a interesting question that the development team may have faced. Under the old system there was a gap in scouting skill. Players that were good at scouting were having more success than those who were not comfortable with that system. It translated to the action on the field.

Do you encourage such a gap as it replicates the real NFL or do you strive for a system that leads to more parity? It seems the developers favored the latter while I preferred the former.
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Old 05-31-2015, 12:37 AM   #110
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Yeah, it's a line to walk for sure. In the end they're obviously angling towards accessibility at the moment, perhaps in a few years we'll have the flexibility to have house rules for franchises like what you just cited but built into the game. Only letter grades for scouted attributes, either lock or vary the accuracy of the 'true skill' ranking. I'd prefer those be mechanisms be available in-game in general too, perhaps the skill of my coaches and scouting department heavily influencing the amount of players and accuracy of information.
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Old 05-31-2015, 12:46 AM   #111
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Post Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by Skyboxer
You just had to bring up another pet peave of mine.. "Play Now and CFM play differently"
Damn you...
LOL.

That's why I give you all the propers in the world for somehow managing to play this game for what it is, in spite of knowing all the stuff you know.
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Old 05-31-2015, 01:15 AM   #112
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by ggsimmonds
I'm not exactly a fan of either, but I prefer the old one. Primarily because I did have a system and the system was flexible enough to allow for house rules (e.g. I only unlocked letter grades and never actual attributes).

It is a interesting question that the development team may have faced. Under the old system there was a gap in scouting skill. Players that were good at scouting were having more success than those who were not comfortable with that system. It translated to the action on the field.

Do you encourage such a gap as it replicates the real NFL or do you strive for a system that leads to more parity? It seems the developers favored the latter while I preferred the former.

I agree with you, i prefer the former myself. When everyone had 25 different attributes to look at, and a small amount of scouting points, they had to scout the attributes that fit what they wanted in a player. This provided a much larger chance you could wait on a player and find a good player still in the 5th round. Now that everyone looks at same "best 3" attributes, it will no doubt lessen that chance.....
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