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

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Old 06-08-2015, 11:42 AM   #97
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by brandon27
I don't think that's entirely right either though. A player DOES improve on something they arbitrarily decide to improve on, err... Well maybe it's their head coach, or position coach's recommendation that he trains on a certain area, however as a football player, I can say, I want to be a better catcher of the football, and spend hours upon hours working on a jugs machine, or with a QB to improve my ability at catching. If I want to be a better route runner, I can work on my speed, and agility training to improve my footwork and body control, and work with someone to teach me the proper techniques of when, where, and how to make my cuts in my routes. Of course, I do agree where that improvement is not based upon stats or goals. I'd say it does lead to improvements in statistics because said player has improved, but yes, the stats shouldn't be the key indicator in allotting points to a player to help them improve in a video game.


Often times though, that probably is directed by the coaching staff. So, I guess, give your coach a different set of points, that he can spend on player development through game planning, training, practice's and such that then awards the player's XP that can be spent/applied either by the player, or CPU automatically. Similar to the NFL head coach series. Afterall, isn't that the direction Madden Franchise was supposed to head after the Head Coach series was axed??
I like to use this example. Pick any WR in the league. Say he has a goal for 130 catches and he attains that goal should his catch ratings go up? Yes, should his speed increase? Not at all.
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Old 06-08-2015, 11:43 AM   #98
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

See, here's the thing (and just quoting this post as it was the last one in this realism/rpg discussion)...

Real life/realism will NEVER be attainable for ANY video game, no matter which way you try. The only way this would be possible in Madden is if games were played CPU vs. CPU because you'd take user input out of the equation, thus removing (for the most part) the chance of lower rated players performing beyond their abilities.

To the WR example, the reason why that'd WR succeeds is likely because the QB (user) is so skilled that it basically puts the lower rated WR in a position to succeed way beyound his actual ratings. Or you know... user catching :P

There is no way for a video game to represent coaching, practice, work ethic... and tie them to progression because... it is a VIDEO GAME! there is no AI in the world that could handle this. In addition, the fact that it is a video game creates time constraints that are not found in real life. In real life, a team has plenty of coaches and scouts that divide tasks amongst them.

Well, why doesn't Madden implement several position coaches and scouts, you say... What exactly would this achieve? So it'd be more realistic to click a button telling my WR coach that WR "X" has to train route running and then he'd magically get better at that?

I don't see how that is different from simply using XP for this very purpose.. As Brandon has stated previously, it appears to me the issue likes in the way they put XP at the forefront of the mode instead of making it look more "organic".

Point blank, gamers would never have enough time to actually play the games if any video game was to implement a realistic progression/training system. Same goes for the offseason and the draft, when it comes to scouting. This is why text-based games are generally seen as more complete/sound games.

The overall reason why XP has to be earned IN-GAME is because no game could ever create a system where the user practices (and it'd have to be a complete practice setup, not just for one individual player) 5 or 6 times before actually being able to go play a game. It would be an endless loop.

The one way I see to "solve" the XP issue is:
- First of all, physical attributes should not be able to be improved upon. Find a proper regression algorythm and apply it to declining players, but don't allow a 26 yr old WR with 86 speed to go to 92 speed just because he collected XP and decided to use them all on one thing.

- Lastly, tie the ability to use XP to your performance (and scale it for expectations/playing time). This would require Madden to have a more complete stat tracking system where the system could collect data for missed tackles, deep completions, pressures, blown coverages..... But this would actually create a system where you earn XP for your performance and then you can only use them on the very things that allowed you perform that way.
Ex: If I'm a QB and I'm dinking & dunking my way through XP, I'd unlock the ability to improve my short and mid range acc ratings.

Now if users were willing to live with a good degree of randomization for things like "work ethic" and "practice results" then a real system for progression might be created, but that would never fly.
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Old 06-08-2015, 11:43 AM   #99
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

A players attributes should determine performance, not the other way around.
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Old 06-08-2015, 11:44 AM   #100
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by ODogg
Football is completely subjective in how it should be modeled from the real thing. Whether you like the xp system or not I find it pretty funny some of you guys keep saying that NFL players don't have individual goals. Of course they ALL do w some being more selfish and vocal about it than others.
The difference is that those players don't really have control over reaching their goals because it's on the coach, play calling, substitutions and a ton of other variables. In Madden, we control all of that so we can make unrealistic decisions just to meet a goal instead of focusing on the right play for the team.

It's not like Dez Bryant is using a Jedi Mind Trick IRL to force Romo to throw him the ball five times in a given drive. He can act like a divas as much as he wants but Garrett and Romo aren't going to care.
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Old 06-08-2015, 11:46 AM   #101
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by bucky60
Because they practice at it. Not because they reach some goal. Some players will become a much better catcher (much better hands), while others won't improve much. All depends on what they focus on, how much they focus on it, who they are working with, and what potential they have to improve that particular trait. Goals have nothing to do with this. Which you actually do get into later in your post.



How XP is gained and used all depends on what type of control you want.

Unrealistic, gain XP through goals and spend XP on any trait with no potential cap on that trait.

Realistic, gain XP through realistic means, the things you have mentioned, and use the XP and have a higher % of XP spent on attributes that were focused on and a lower % of XP spent on other attributes, with a potential cap on all attributes.

In a realistic system, XP becomes a middle man that isn't even necessary. An unrealistic RPG system, XP is essential.

This all depends on what type of control someone wants. I really think you and I are basically agreeing in principle, and maybe not agreeing on some of the details.
Could you expand a bit more on what your idea of realistic means for progression are, and how they could realistically be applied to a video game?
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Old 06-08-2015, 12:04 PM   #102
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by msdm27
Real life/realism will NEVER be attainable for ANY video game, no matter which way you try. The only way this would be possible in Madden is if games were played CPU vs. CPU because you'd take user input out of the equation, thus removing (for the most part) the chance of lower rated players performing beyond their abilities.
Difficulty of the user input for that player can be determined by the players ratings. This could be obtainable. It may or may not be preferred by the majority, but it is obtainable. And why would a user having input on controlling a player have on forcing a progression system to be unrealistic?

Quote:
Originally Posted by msdm27
To the WR example, the reason why that'd WR succeeds is likely because the QB (user) is so skilled that it basically puts the lower rated WR in a position to succeed way beyound his actual ratings. Or you know... user catching :P
The difficulty in user controlling/user catching can be tied to attributes.

Quote:
Originally Posted by msdm27
There is no way for a video game to represent coaching, practice, work ethic... and tie them to progression because... it is a VIDEO GAME!
This is a completely false statement. Assign attributes to head coaches, assistant coaches, and position coaches and use those to help determine progression.


Quote:
Originally Posted by msdm27
there is no AI in the world that could handle this. In addition, the fact that it is a video game creates time constraints that are not found in real life. In real life, a team has plenty of coaches and scouts that divide tasks amongst them.
The time constraint is initial setup with tweaks week to week. I don't see any major time constraints on this. Using XP to micro manage attributes increase is more time constraining.

Quote:
Originally Posted by msdm27
Well, why doesn't Madden implement several position coaches and scouts, you say... What exactly would this achieve? So it'd be more realistic to click a button telling my WR coach that WR "X" has to train route running and then he'd magically get better at that?
It would give realistic reasons on why a player may or may not get better at something.

Quote:
Originally Posted by msdm27
Point blank, gamers would never have enough time to actually play the games if any video game was to implement a realistic progression/training system. Same goes for the offseason and the draft, when it comes to scouting. This is why text-based games are generally seen as more complete/sound games.
I disagree that gamers would never have enough time. I have time to play other sports games that are much more in line with a potential based progression system. I would like the other games to have more progression depth, but they are much closer than madden is.

Quote:
Originally Posted by msdm27
The overall reason why XP has to be earned IN-GAME is because no game could ever create a system where the user practices (and it'd have to be a complete practice setup, not just for one individual player) 5 or 6 times before actually being able to go play a game. It would be an endless loop.
Why would it be an endless loop. You setup your practice schedule, team and individual drills and simulate practice. I would have nothing against having an option to play any particular practice if one chooses to do so. But Head Coach didn't require you to user control all 53 players in practice everyday.

I think you are starting off with a bunch of inaccurate assumptions.
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Old 06-08-2015, 12:15 PM   #103
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by kehlis
A players attributes should determine performance, not the other way around.
Agree BUT not cut and dry unless EA gets rid of visual ratings all together and keeps them hidden.
Otherwise there would be no surprise stars drafted etc...
In any case the ratings have never mattered other than Speed and maybe some others with a bit of meaning.
They're there for show and nothing else really.
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Old 06-08-2015, 12:16 PM   #104
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by msdm27
Could you expand a bit more on what your idea of realistic means for progression are, and how they could realistically be applied to a video game?
I like this question.

Coaches would have their own attributes like ability to teach different types of ratings. I think you could also assign player evaluation attributes to coaches (GM's and Scouts). This would/could include an entire coaching staff (assistants and position). You hire the type and quality of coaches and scouts you want.

Set up practice schedules, OTA's to regular season practices. The Computer can start you with a default practice schedule. The practice schedule can determine what types of team and individual drills are emphasized. I would have an option that would allow simulating the practices.

I would have player attributes have a potential max for individual attributes and have the actual attributes values hidden. You would see a perceived value for each attribute. The perception would be more or less accurate depending on the coaches (scouts) evaluation attributes and how much time the player has been on your team. I think this would bring depth to both roster management and drafting.

There are a lot of other realistic factors that could be used, like player work ethic, players potential max in each rating, having injuries effect progression, established veterans that are willing to mentor and how good they are at teaching (future coaches).

Practice would mainly be simulated, but I'm not against having an option to go into a practice mode for any practice one chooses to do so.

This is Just kind of a quick overview.

EA already has the XP system in place, and I would not recommend them removing it. If they removed it, those that like it would be in the same position I'm in of not liking the progression system. And I don't want to do that to anyone. But options would be nice.
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