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Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Old 06-07-2015, 08:00 PM   #65
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

My biggest problem with xp, besides the fact that it's an rpg element that I feel has no place in a team sports game, is you can make ANY player a 99 overall by "grinding"(rpg term). Not every player should be able to become a superstar in the league that's not realistic. Players need to have ceilings and they certainly all shouldn't be the same.
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Old 06-07-2015, 08:10 PM   #66
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

Quote:
Originally Posted by SolidSquid
My biggest problem with xp, besides the fact that it's an rpg element that I feel has no place in a team sports game, is you can make ANY player a 99 overall by "grinding"(rpg term). Not every player should be able to become a superstar in the league that's not realistic. Players need to have ceilings and they certainly all shouldn't be the same.
Ok last post of the night, this was addressed this year so you still have a majority of average players not superstars everywhere.
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Old 06-07-2015, 08:13 PM   #67
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

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Originally Posted by jpdavis82
Ok last post of the night, this was addressed this year so you still have a majority of average players not superstars everywhere.
So did they cap specific ratings? How did they go about keeping it so not every player could reach that level?
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Old 06-07-2015, 08:32 PM   #68
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

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Originally Posted by jmurphy31
Pretty sure nfl players don't have goals in real life.
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !

http://espn.go.com/blog/nflnation/po...r-many-players
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Old 06-07-2015, 08:41 PM   #69
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

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Originally Posted by Yukon46
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !

http://espn.go.com/blog/nflnation/po...r-many-players
Yea they should have goals effect contract demands then. That would be realistic and give CFM life. If Jason Pierre Paul has a 50k bonus for 8+ sacks and he gets it he doesn't increass his speed or zone coverage ability lol
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Old 06-07-2015, 08:43 PM   #70
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

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Originally Posted by Yukon46
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !

http://espn.go.com/blog/nflnation/po...r-many-players
Correct for a season and for money. Not for one game or confidence (or skills level). Plus no coach (the user in this case) have these in mind and try to get players these goals. If it happens it happens. I saw an example of completing so many passes in a row.

I get it if you rush for over 1200 yards, your ratings go up. I'm ok with that but each game or drive I'm just not feeling that.
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Old 06-07-2015, 08:50 PM   #71
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

Will QB progression be more balanced across the league? Last year it was really easy to progress a Qb and most of them had an OVR rating above 90 after playing a few seasons.

Also, do you think they will add the team name on the player card? Last year it showed the team's name & year on the roster outside of connected franchise. But for some reason it has been removed the last 2 years in connected franchise.
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Old 06-07-2015, 08:54 PM   #72
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

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Originally Posted by Yukon46
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !
Sure they do but how madden portrays it is that its in your face. For example coaches coming up to you after every play like "ok your ___ yards away from your goal". When realistically we could assume what they are talking to players about is adjustments.

For weekly goals it would have been better received if actual numbers were shown as a total of what the team wants to accomplish, say against a great defensive line, or whoever your playing. Instead its come across as a way of building XP and leveling up players.

I get the concept it was just poorly executed for SIM players. But i don't know if we were really the focus this year. Seems like its designed to keep casual gamer's interested by rewarding them, and then celebrating the fact that they made three consecutive completions by telling them once again with a ticker. Whereas SIM players understand winning an ugly grind it out game is just as rewarding, and a confidence booster.
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