Home

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

This is a discussion on Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad) within the Madden NFL Football forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football
From Guaranteed to Never Happening, a College Football 26 Wishlist
2025 Sports Video Game Predictions
The Operation Sports 2024 Game of the Year Is EA Sports College Football 25
Reply
 
Thread Tools
Old 06-09-2015, 06:47 PM   #161
Five Becomes Four
 
Hooe's Arena
 
OVR: 45
Join Date: Aug 2002
Location: Culver City, CA
Posts: 21,518
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by ggsimmonds
Another thing that caught my eye and also has me unhappy, confidence resets to 50 each year? Well that is one way to make the confidence mechanic worse.
Literally the first I've heard this information. Where did you hear this?

Last I heard there were new confidence-building activities for confidence-deficient teams in the preseason, but that's it.
Hooe is offline  
Reply With Quote
Advertisements - Register to remove
Old 06-09-2015, 06:48 PM   #162
Hall Of Fame
 
ggsimmonds's Arena
 
OVR: 7
Join Date: Jan 2009
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by CM Hooe
Literally the first I've heard this information. Where did you hear this?

Last I heard there were new confidence-building activities for confidence-deficient teams in the preseason, but that's it.
JP said it earlier in this thread. I'll try to find his post and then edit this one with the quote and #

Edit: Post #40
Quote:
Originally Posted by jpdavis82
I believe so and to answer the question about confidence, I believe it resets to 50 each season now. With that being said, we talked to the devs about trying to make confidence less fluid so a guy like Aaron Rodgers would almost never go below 85 confidence. The key to making every rookie not be a 99 is the dev trait and there was some work done in that realm.
I know some guys asked for this, but I am opposed to it.

Last edited by ggsimmonds; 06-09-2015 at 06:53 PM.
ggsimmonds is offline  
Reply With Quote
Old 06-09-2015, 06:51 PM   #163
Rookie
 
OVR: 0
Join Date: Oct 2014
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

I haven't read the whole thread to see if someone has mentioned this, but - and I know this would be taking the series an entirely different direction - have we thought about getting rid of ratings altogether? I mean if we want realism, coaches/GMs/owners don't get a spreadsheet of who is faster than who, stronger than who, etc. Sure, you can look at a 40 time, but even then it is often misleading. If a coach wants to know who his best deep threats are, they have to watch them in practice, and in games and actually SEE if a player is continually beating his opponent deep down the field.

This would make practice mode actually relevant. Who should be your back up receiver? Better throw him some balls in practice and see if he can catch. Playing the preseason games are necessary. Heck, going with a veteran guy in a big moment who you know will catch the ball because you've seen him do it a thousand times throughout his career becomes the smarter play than playing a rookie, because now you no longer can see "oh, the rookie has a 90 catch, so he'll be fine". You won't know. That will be the suspense of putting him out there.

And it just opens up so many more avenues. Now, each player can have a randomly bad game, or below average season, or whatever the case may be, and it's up to the coach to recognize this. Whereas before, you knew which guys would perform for you every year, every game, every down.
jhigginsluckow is offline  
Reply With Quote
Old 06-09-2015, 06:59 PM   #164
Hall Of Fame
 
bcruise's Arena
 
OVR: 48
Join Date: Mar 2004
Posts: 23,162
Blog Entries: 8
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by ggsimmonds
Another thing that caught my eye and also has me unhappy, confidence resets to 50 each year? Well that is one way to make the confidence mechanic worse.
Assuming this is true (like Hooe, I haven't seen it officially stated)...

You believe that confidence, as a rating increasing-decreasing mechanic, should carry over from year-to-year? Having played in a couple of CFM's this past season and seen the effect of confidence week-to-week on ratings and player performance over 5 seasons, I STRONGLY disagree. I really don't think NFL players who have a bad year just mope about in the offseason and come in to the next season with the exact same angst about their play, and have it affect their performance again. This, on top of the regression they were likely to suffer from a poor season, makes closing out a season at 0 confidence a death spiral (at least, as the system was last year).

That was what happened last year, and I hope it's changed like you were implying it has.
bcruise is offline  
Reply With Quote
Old 06-09-2015, 07:05 PM   #165
Five Becomes Four
 
Hooe's Arena
 
OVR: 45
Join Date: Aug 2002
Location: Culver City, CA
Posts: 21,518
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by ggsimmonds
JP said it earlier in this thread. I'll try to find his post and then edit this one with the quote and #

Edit: Post #40

I know some guys asked for this, but I am opposed to it.
I see. Thanks for tracking that down.

Personally, (assuming this is in-fact the case) I would have rather seen them normalize the confidence values as to regress them all back towards 50, but still leave some consequence for poor play the season prior. I'm still admittedly not sure where I fall on this issue.
Hooe is offline  
Reply With Quote
Advertisements - Register to remove
Old 06-09-2015, 07:13 PM   #166
Rookie
 
OVR: 0
Join Date: Aug 2014
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by jhigginsluckow
I haven't read the whole thread to see if someone has mentioned this, but - and I know this would be taking the series an entirely different direction - have we thought about getting rid of ratings altogether? I mean if we want realism, coaches/GMs/owners don't get a spreadsheet of who is faster than who, stronger than who, etc. Sure, you can look at a 40 time, but even then it is often misleading. If a coach wants to know who his best deep threats are, they have to watch them in practice, and in games and actually SEE if a player is continually beating his opponent deep down the field.

This would make practice mode actually relevant. Who should be your back up receiver? Better throw him some balls in practice and see if he can catch. Playing the preseason games are necessary. Heck, going with a veteran guy in a big moment who you know will catch the ball because you've seen him do it a thousand times throughout his career becomes the smarter play than playing a rookie, because now you no longer can see "oh, the rookie has a 90 catch, so he'll be fine". You won't know. That will be the suspense of putting him out there.

And it just opens up so many more avenues. Now, each player can have a randomly bad game, or below average season, or whatever the case may be, and it's up to the coach to recognize this. Whereas before, you knew which guys would perform for you every year, every game, every down.
Oh yes. I think about that all the time. I think its absolutely insane that madden still uses numerical ratings to describe how a player works in game. I see the need for it on the simulation game, and obviously computers operate with 1's and 0's. Even letter grades are 0-100. But not having abilities or even tendencies assigned to players doesnt help players come to life.

It doesnt work because low ratings arent represented through animations. If a character has a low spin rating, he should be likely to fall down when trying to spin. A low CIT should give a player alligator arms. Undesirable traits arent recorded in motion capture. There are only successful individual (not tackle related) animations. A player appears to do the correct movement, the only failures appear when the ball does something unexpected. Reaching out for overthrown passes is a start, i guess.

I havent seen anything im minutely interested in with the info so far but thats not a bad thing. We havent seen it in motion. With this season, im pretty confident that the new dev team will take it in a direction a lot of us here will appreciate.
Primo80 is offline  
Reply With Quote
Old 06-09-2015, 07:16 PM   #167
All Star
 
jpdavis82's Arena
 
OVR: 21
Join Date: Sep 2005
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by CM Hooe
I see. Thanks for tracking that down.

Personally, (assuming this is in-fact the case) I would have rather seen them normalize the confidence values as to regress them all back towards 50, but still leave some consequence for poor play the season prior. I'm still admittedly not sure where I fall on this issue.
Guys, sorry I guess I forgot to include this, but that's only if your confidence drops below 50. They have it tied to OVR and consistency rating too so certain guys won't drop much at all like Aaron Rogers or Tom Brady.

Last edited by jpdavis82; 06-09-2015 at 07:19 PM.
jpdavis82 is offline  
Reply With Quote
Old 06-09-2015, 09:07 PM   #168
Donny Baseball!
 
Skyboxer's Arena
 
OVR: 55
Join Date: Jul 2002
Location: West Virginia
Posts: 20,317
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

How and why would confidence have a curve based on who the player is?
So if Brady has a horrible year.. just because his overall/consistency is high he won't be affected as much confidence wise as someone else?
The more I hear the more this keeps going more away from any type of sim aspect.
And Sim I guess is overused.. so what I mean is realism aspect.

To be fair though, until ratings are hidden and we and CPU make decisions based on what we see and how the player performs (STATS!), instead of a number tied to them it will probably be a half baked method.

We'll see what else we learn until August.
__________________
Joshua:
"D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


Skyboxer OS TWITCH
STEAM
PSN: Skyboxeros
SWITCH 8211-0709-4612
XBOX Skyboxer OS
Skyboxer is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 10:52 AM.
Top -