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

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Old 06-08-2015, 01:18 PM   #105
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by Skyboxer
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.

Agreed and I didnt intend for that post to sound so totalitarian. Phone issues.
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Old 06-08-2015, 01:30 PM   #106
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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.

Oh, absolutely! Again, I'm not really disagreeing with anyone's opinion on this matter. Just discussing it, from both sides, and kind of brainstorming on how it could be done better, while still giving some control to the user.


I can totally see how the XP system gets abused, and becomes unrealistic. Im just also OK with it. While it's not as realistic as it could be, I use it in what I think is a logical sense from a GM/Coach/Player standpoint, because... well that's all I have to work with in the game.


My biggest concern is how it gets changed, if it ever does. I don't like the idea of players having hard caps built into the roster file that says this is as good as they can ever get, no matter what, even though it makes sense realistically, because some guys do hit that ceiling. However, I think that ceiling can vary from team to team as well dependent on coaching, training, better teams/facilities, better schemes etc.


Like you and I have both said, there's a large number of ways for this to work, everyone is going to have their own opinion on it.


It almost needs a separate part of CFM as it's own module of the franchise component really.
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Old 06-08-2015, 01:40 PM   #107
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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A players attributes should determine performance, not the other way around.
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Old 06-08-2015, 01:41 PM   #108
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by SolidSquid
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.


Absolutely agreed. How do you propose an increase for a player's speed though by way of on field performance though? That's all we have in the mode to base it on right now.


So you'd have to either restrict the attributes you can spend XP on, but that doesn't really help, because rookies especially when they join the NFL, get bigger, stronger, and faster through training, and further growth and development of their bodies simply by age, and weight training etc. etc. So, you need a way to account for that too.


Maybe they need to categorize the rating attributes. Say... group ones like agility, speed, strength in to a category named "physical". Then group catching, spec catch, hands, carrying etc into "positional". Then group some others into mental. Then break it down by each position by a weighted value towards the three categories and how important they are to that position, and the XP earned from each "goal" is distributed by that formula to those categories. So... you might earn 10,000 XP for that 130 catch goal, but you might only be able to spend 10% of it into the physical category. So, it makes it more difficult to earn those attributes.


Although... now that I think of it, I guess it is kind of that way now. Those certain key attributes for certain positions are a lot more expensive to purchase than others.


I give up. lol


I agree there's got to be a better way, but like I've said, I don't think theres any way possible that's going to satisfy everyone. We have this method now, because of all the complaints of the old method. So they gave us "control". Changing it back is just going to cause the same problem I feel.
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Old 06-08-2015, 01:43 PM   #109
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Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Old 06-08-2015, 01:45 PM   #110
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

A usage question (and only a usage question) - do people here focus their XP spending on SPD / ACC in CFM?

Personally, I find this incredibly inefficient. Using the WR example, I'd rather upgrade his CTH / CIT / RRT / SPC / AWR ratings. The way EA has balanced the game, one can increase these ratings by more total points than if one just focuses on SPD / ACC, and by a significant margin. If I spend my XP on SPD / ACC instead, I'm not maximizing the value of that XP spent and not improving that player as much as I potentially could otherwise.

If I want a more athletic player, more often than not I have to draft him, not build him.
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Old 06-08-2015, 01:47 PM   #111
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

All this talk about XP/Confidence etc.. (RPG this and that)... really is just another smoke and mirror aspects of Madden.
Sometimes I wonder if EA does this on purpose to keep the full feedback process away from totally discussing gameplay.
At the end of the day all these things (just like ratings) are simply parts of a recipe that is at it's core, inherently flawed.

Until EA get basic football strategy in the game with major AI improvements then we're simply going on and on about things that in the end, really has little if any importance to the FB experience with the current state of the game.

With that said I really really hope ratings got an overhaul this year and more have become important.
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Old 06-08-2015, 01:48 PM   #112
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by CM Hooe
A usage question (and only a usage question) - do people here focus their XP spending on SPD / ACC in CFM?

Personally, I find this incredibly inefficient. Using the WR example, I'd rather upgrade his CTH / CIT / RRT / SPC / AWR ratings. The way EA has balanced the game, one can increase these ratings by more total points than if one just focuses on SPD / ACC. If I spend my XP on SPD / ACC instead, I'm not maximizing the value of that XP spent and not improving that player as much as I potentially could otherwise.


My thoughts exactly. I typically will invest it in the traits that effect the player most at his position.


The only time I'm ever working on a speed type attribute is if I really blew it in scouting and drafted a slow RB or something like that.


Like you said, it's just too cost prohibitive when there's position specific attributes that have more value.
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