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Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

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Old 06-01-2015, 03:06 PM   #9
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

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Originally Posted by JayD
MUT and online is ruining CFM.
Online, maybe but not MUT. There are 2 completely different development teams working on these 2 modes.
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Old 06-01-2015, 03:07 PM   #10
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

honestly, this bit of news was more welcomed then what they currently have for confidence...

which is vague at best... my QB can be going against San Fran, throw for 175 yards, 1 TD, no turnovers and basically just captained my ship as we ground out a 21 - 14 win. my WRs all basically have 3-5 catches, no drops, 30-40 yards each and a TD for 1 of them. my RB rushes for 95 yards, 2 TDs and no fumbles, also ground out the last 2 minutes of the game for the win. Defence holds them to 200 total yards, 1 rushing TD, 1 passing TD, no turnovers, 3 sacks.

end the game and see that my confidence ratings look like this:
QB: I had a terrible game -5, I should have contributed more -3, we won a close game on the road +4. total: -4
WR1: I should have contributed more -3, we won a close game on the road +3. total: 0
RB: I should have contributed more -4, I scored 2 TDs +4. total: 0
all DBs: I should have had an INT -4, I should have had more tackles -3, we won a close game +3. totals ~ -4 to -2
LBs: basically always losing confidence all season because of various factors despite having the #5 defence in year 1, #2 in year 2 and #1 defence this season...

so yeah I'll take mini-games that at least tell me what I might need to do to get my WR or QB or RB a confidence boost because sometimes the randomness of it all is silly as it stands now.

oh and if I could add some sort of feature to the confidence ranking it would be "season outlook". if my team is in "rebuilding" mode, my teams mindset should be more in line like "less negative drops for subpar results but more yo-yo effect on win streaks and losing streaks". if my team is in "win now" mode, "less positive gains for 'normal' to 'expected' wins and less yo-yo effect for losing streaks". for "we want to make the playoffs" mode, "more yo-yo effects for wins and loses"

the idea being that a team that is rebuilding might have a sudden jump in interest if they have 2 or 3 wins in a row but if it is followed by 2 losses then fans would be back to the "they're just too young" or whatever. a win-now team would have expectations that they are supposed to beat 75% of the teams, losing a game here and there doesn't matter, they can't go 16-0, etc. a just-make-the-playoffs team would yo-yo as the team/fans would live and die more on week-to-week results especially as the season went on, a key win against a divisional team would be a boon, beating the 7-0 Pats would be a big boon, losing to 3-4 titans would be painful, losing to 10-3 NFC leading Packers would be a painful loss because the team might question their ability to make the playoffs.

Last edited by speedtrucker; 06-01-2015 at 03:17 PM.
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Old 06-01-2015, 03:29 PM   #11
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Quote:
Originally Posted by speedtrucker
honestly, this bit of news was more welcomed then what they currently have for confidence...

which is vague at best... my QB can be going against San Fran, throw for 175 yards, 1 TD, no turnovers and basically just captained my ship as we ground out a 21 - 14 win. my WRs all basically have 3-5 catches, no drops, 30-40 yards each and a TD for 1 of them. my RB rushes for 95 yards, 2 TDs and no fumbles, also ground out the last 2 minutes of the game for the win. Defence holds them to 200 total yards, 1 rushing TD, 1 passing TD, no turnovers, 3 sacks.

end the game and see that my confidence ratings look like this:
QB: I had a terrible game -5, I should have contributed more -3, we won a close game on the road +4. total: -4
WR1: I should have contributed more -3, we won a close game on the road +3. total: 0
RB: I should have contributed more -4, I scored 2 TDs +4. total: 0
all DBs: I should have had an INT -4, I should have had more tackles -3, we won a close game +3. totals ~ -4 to -2
LBs: basically always losing confidence all season because of various factors despite having the #5 defence in year 1, #2 in year 2 and #1 defence this season...

so yeah I'll take mini-games that at least tell me what I might need to do to get my WR or QB or RB a confidence boost because sometimes the randomness of it all is silly as it stands now.

oh and if I could add some sort of feature to the confidence ranking it would be "season outlook". if my team is in "rebuilding" mode, my teams mindset should be more in line like "less negative drops for subpar results but more yo-yo effect on win streaks and losing streaks". if my team is in "win now" mode, "less positive gains for 'normal' to 'expected' wins and less yo-yo effect for losing streaks". for "we want to make the playoffs" mode, "more yo-yo effects for wins and loses"

the idea being that a team that is rebuilding might have a sudden jump in interest if they have 2 or 3 wins in a row but if it is followed by 2 losses then fans would be back to the "they're just too young" or whatever. a win-now team would have expectations that they are supposed to beat 75% of the teams, losing a game here and there doesn't matter, they can't go 16-0, etc. a just-make-the-playoffs team would yo-yo as the team/fans would live and die more on week-to-week results especially as the season went on, a key win against a divisional team would be a boon, beating the 7-0 Pats would be a big boon, losing to 3-4 titans would be painful, losing to 10-3 NFC leading Packers would be a painful loss because the team might question their ability to make the playoffs.
You have some really great ideas in here that I share. The current confidence boosts are random and non-sensical. I REALLY want a system that allows me to set expectations for the players and fans like rebuilding, build-and-compete (reach playoffs), and win now. EA has this in Live, why it's not implemented in every sports game blows my mind.
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Old 06-01-2015, 03:43 PM   #12
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

I think my favorite upgrading in a sports video game, still to this day...it has to be the first couple of Fight Night games. Your boxer would train according to what you wanted or felt you needed the most before your next bout. Your performance in that bout would also cause you to regress either a little or a lot. That directly made you have to wisely choose how you trained for the next bout, as you would see how you stack up against your opponent.

And let's not forget...these were also EA games.

I have seen easily how it could relate to football because long have we seen EA give us the bar-graph-style ratings of how each team stacks up before every game. Ravens offense might be an 80 to the Redskins 78, defenses might be a 84 compared to the other team's 87 and so on. Well, just let me see/know these same things again, and then I know how to either/or/both practice as a team and/or train as individual, star players who will most likely make a difference in the game.

I guess, I'm just saying that they (EA) created the easiest and IMO best way to seek progression and forced to deal with regression that I've ever seen in a sports game...and it was simple to use and understand....but they can't figure it out for any other sports games they have, that it could work just as simple and effective..? Not a rant, I promise. I just feel it could have been taken care of and already in use by now.
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Old 06-01-2015, 03:55 PM   #13
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

How Goals Should Work.

Player – dynamic drive goals build trust with coaches and earn you playing time. Vets/leaders/captains have more trust and can sacrifice unrealistic demands.

Coach – Call the right plays, manage egos, and build chemistry. For Example during practice a coach goal is tied to game prep to get his players ready for this week’s opponent. What you choose to focus on can affect your player’s game day performance. Your goals are accountable to the Owner.

Owner/GM – Goals should affect contracts and free agency. Like Skyboxer stated earlier.

If the draw this year for goals is to get that game within the game feel, you can still achieve that with a slightly more realistic fashion.

What goals shouldn’t do is build XP solely to progress your players. Goals should have some affect in progression but not the only effect.

I’m not interested in my CFM being dominated by goals even during loading screens where I would prefer to see division standings and injury reports about my CFM universe.
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Old 06-01-2015, 04:20 PM   #14
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

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What if I rush for 99 yards, one short of my game goal -- does that mean I'm less confident now?
Chris brings up a valid question here... say the goal is 100 yards for the HB, but what happens if he rushes for 99 yards but makes a key block on the game-winning TD pass, saving the QB from getting sacked? {A la Walter Payton back in the day when McMahon came off the bench to beat the Vikes.}

This whole goal system is geared towards casual gamers and leaves those wanting a true sim game out in the cold.
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Old 06-01-2015, 04:24 PM   #15
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Surprise surprise Madden is aiming to a more general feel than take any steps towards realism. This has been the formula for almost a decade. We know what this game is. We know what it will be next year. We know what it is this year. Same problems will be in the game maybe minus 1 or 2. Features that were in last year will be cut in half, faded out, and brought back at a later time. The WR/DB interaction will be 5 new canned animations. Like, WE KNOW what Madden will be every year. Hashtag shrugs lol
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Old 06-01-2015, 04:33 PM   #16
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Re: Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

Guys just need to realize this game is built for the masses, and non-educated football fans need something simple and hand held to assist them in building their teams for the two months they actually play the game. Hard-core fans will likely never feel completely appeased as that is the minority in the bottom-line aka dollar-line.

IMO I don’t mind the new concepts, many users in CFM’s didn’t even know how to locate individual player goals, an update via a ticker for a player close to reaching a goal IMO is a good idea. But to those acting as if it’s gonna create mass-stat padding I think you’re wrong, we were goal based last year, only difference was we didn’t get in game updates.
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