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

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Old 06-08-2015, 02:44 PM   #121
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

Quote:
Originally Posted by brza37
Thanks for answering questions JP. I've got a couple on the things that Shop touched on.

1. Is it still possible to see a spread sheet view of ratings for multiple players somewhere? The Visual depth chart looks nice but when I'm comparing players to make decisions on my depth chart or which free agents to add I need to be able to see their ratings next to each other. Thats something that the MUT visual DCs lack and would be a major disappointment for me if I couldn't do that in CFM anymore.
Also is there still a spread sheet view of player contracts? Sorting by cap penalty or freed up funds was the best way to make tough salary cap decisions in my opinion.

2. If I understood one of your replies correctly then its great news that Confidence resets for all players to 50 after each season. I was hoping for a bit of moderation like a max of 66 and min of 33 to start a season but 50 sounds good too. My question about Confidence then is do players that you resign after the season still lose Confidence because they suddenly "don't know the playbook" anymore?

3. When creating coaches is there anyway to assign a new coach a specific rank or packages? Two problems in online CFMs this year were generally poor teams stayed bad because of the Confidence hole that they couldn't crawl out of and that new coaches that enter the league a season or two after the CFM began were at a significant disadvantage because of their coaching level and lack of packages. This has lead to a lot of players who joined our league late just quitting after a while because they felt they couldn't catch up.

4. It looks like the Twitter feed and Stories were completely scrapped based on the New CFM Hub screenshots. Is this true?

5. Is there a way to see all the players who are on the Trade Block? This is shown as an option on the player card but I don't see anywhere that just shows all the players around the league who are on the block.

6. Is there a slider for XP and Confidence so commissioners can adjust how much XP and Confidence is given out? There are so many varying opinions on how fastor slow players should progress/regress. By adding a slider for it EA could make everyone happy by allowing them to set the progression rates on their own.

7. This is a draft question so it will have to wait but please confirm whether we finally have a customizable draft board/player rankings again. And whether the CPU will draft based on your customized board if you can't make the online draft.
They are still working on a lot of this stuff so I can't give definitive answers except for #4. The stories and twitter feed is still there it's just under a news tile, that way the main menus aren't bogged down by it every time you want to navigate the menus like they had been. Oh just saw this one, yes you can view the trade block, there's 3 screens on the main hub if that makes sense, the third one is where news and roster, settings are. The first two are the home screen and the depth chart screens. Actually the trade block may be on the first screen, I'm thinking it is, I know scouting is.

Last edited by jpdavis82; 06-08-2015 at 02:57 PM.
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Old 06-08-2015, 02:46 PM   #122
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by bad_philanthropy
XP shouldn't even apply to physical attributes. I'd like to see it for football attributes only, and physical attributes progress or regress through a non-user controlled method.
Best idea I have read in awhile, makes absolute sense.

Would LOVE for this to be implemented.
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Old 06-08-2015, 03:00 PM   #123
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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. And sure, maybe EA isn't getting it exactly right but the fact that they're trying to make the game go in that direction to me is a great idea, the game should have more of an RPG feel for long term game modes.

And yet I see some folks saying you can either have RPG or have realism?? Uh RPG is realism. RPG stands for role playing and when you are playing any game for the long haul you are playing some role.


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You're right, it is definitely subjective.

One thing I personally try to say, pretty often at least, when I post in this forum is that I don't think anyone is wrong or that I am right, I just think there are a lot of different ideas on how to achieve the same thing (sim football).

In the old PS2/Xbox games there was long-term team/player development/management, without this XP system. I don't recall anything really being that wrong with it. I am not sure why we can't choose which one we want.

Give the gamers options.

That picture of Bortles in the OP, I am sorry, that kinda bums me out. That just looks kind of silly to me and kills immersion. Now, I KNOW the ticker/overlays can be turned off, but the bottom line is it doesn't change the fact that I know what is going on under the hood. I would much rather play an old school vanilla Franchise Mode than this RPG enhanced CFM mode, just me personally.

I have said this a few times, but, I do see why EA is incorporating the RPG elements into player development. I understand it can create attachment to your roster, encourage repeat playing and long-term playing of CFM mode. I definitely am not trying to hate on their vision. I think their goal is a rich, fully realized, franchise mode that is half great gameplay and half micro-managing your roster. I think that is a good goal.

I think this approach, as currently presented, based on what I have read and seen, is a little too "gamey" to me. This is Football, not Final Fantasy XV.

I am reserving real judgment for when I actually play the game. Overall I am very excited. More excited than I have been in awhile, but I have to admit that the subject of this thread, the information revealed here, doesn't really do it for me, and that's ok. I am not right, or wrong, it's just my personal preference.

I also understand that the RPG elements in CFM mode are here to stay, it sounds like this is something they really wanted to do and are very behind. That's cool. There are tactful/subtle ways of doing it though, I don't think it needs to be something thrown in your face every game or every season week in CFM.

Just my two cents.

Basically, TL;DR version of this post:

At what point are no longer playing football? What happened to just playing ball? Extra nuances and extra game mechanics are awesome but at what point is the "video game" aspect overlapping and drowning the "simulation football immersion" aspect

EDIT:

Goals are subjective too, ODogg.

To me, a rookie season of 40 catches for a WR/TE is pretty decent. Someone else might say no that's not enough. Who is right?
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Old 06-08-2015, 03:05 PM   #124
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Have they made any changes to the relocation teams?
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Old 06-08-2015, 03:42 PM   #125
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
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, 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.
I like your view - I have witnessed that speed is not much of a factor when testing 40 times in practice mode between someone who is 95 or 80 speed, for example, but I have seen that CIT matters a lot because, IMO, EA/Tiburon uses the big hit to adjust completion percentages; as there will not be as many bad throws as much as passes dropped due to big hits..Or am I not seeing this correctly?
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Old 06-08-2015, 05:21 PM   #126
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Simple answer tier the progression with caps, and make users buy the next tier to progress the player.

So as an example, player ''x'' is a 70 ovr ''Slow Development player. You can either keep this player as quality depth, roster filler, or if this is the player you want top break out ''you have to put in the work'' as follows.

As a slow development player for example cap all position related attributes at (70, for sake of explanation). If a user wants to open up the next tier they HAVE to buy "Normal Development'' which allows a attribute Cap of 80.

If you want to continue to build player ''x'' you purchase the quick package (Cap at 89), and eventually Star (cap at 99).

So essentially even if XP is fairly easy to gain you can't just apply it all to the attributes, you have to unlock them by opening up player ''x's'' development tiers. And the cost of those should increase accordingly.

Slow - Base (no cost)
Normal - 10K, XP
Quick - 20K XP
Star - 40K XP

So obviously players in the game already will start off in varied spots, and the same for rookies. But this way a good chunk of XP has to be spent just to open up the next tier instead of automatically being eligible to be applied to position specific attributes.

That should help slow down progression so that good users in CFM aren't basically at 99 across the board in attributes by Season 3.
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Old 06-08-2015, 05:58 PM   #127
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by Dj_MyTime
Simple answer tier the progression with caps, and make users buy the next tier to progress the player.

So as an example, player ''x'' is a 70 ovr ''Slow Development player. You can either keep this player as quality depth, roster filler, or if this is the player you want top break out ''you have to put in the work'' as follows.

As a slow development player for example cap all position related attributes at (70, for sake of explanation). If a user wants to open up the next tier they HAVE to buy "Normal Development'' which allows a attribute Cap of 80.

If you want to continue to build player ''x'' you purchase the quick package (Cap at 89), and eventually Star (cap at 99).

So essentially even if XP is fairly easy to gain you can't just apply it all to the attributes, you have to unlock them by opening up player ''x's'' development tiers. And the cost of those should increase accordingly.

Slow - Base (no cost)
Normal - 10K, XP
Quick - 20K XP
Star - 40K XP

So obviously players in the game already will start off in varied spots, and the same for rookies. But this way a good chunk of XP has to be spent just to open up the next tier instead of automatically being eligible to be applied to position specific attributes.

That should help slow down progression so that good users in CFM aren't basically at 99 across the board in attributes by Season 3.
.


Why would you want a system that let's you upgrade talent?
You can't train talent level, you can however like seattle has done, use players with a certain skill set in a new setting, and make them play better than their ratings.
Progression should be about staff, game grades and talent
I will say it again, look at fifa, with a progression system far more balanced and sim than madden. Is it perfect no, but it is a great platform to build upon

Last edited by Danish ram; 06-08-2015 at 06:02 PM.
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Old 06-08-2015, 06:00 PM   #128
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Not sure if this has been discussed, but found a combine screen?

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