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

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Old 06-10-2015, 12:42 PM   #185
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by brza37
Hopefully, the presentation is also available in head-to-head games in online CFM. I basically only play online CFM so I missed out on all the new presentation enhancements except for the occassional game against the CPU.
At least offer the option to display the pre-game and half-time cut-scenes in head-to-head games. This could be set in a user's options so people don't have to X through the scenes. For example:
Pre-Game - On/Off
Half-Time - On/Off
Replay Frequency - None/Rare/Regular/Often

They would just have to take the lowest option set by each user. So if User A had On-Off-Often and User B had Off-On-Rare then the game would have the setting Off-Off-Rare.
I feel ya man. After playing nothing but users in CFM, I had to play a cpu game and it felt almost like a completely different game, presentation wise. It's been like that for the last few years. You don't see the real presentation until after you play the cpu. Hopefully, they're both the same now.
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Old 06-10-2015, 01:36 PM   #186
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by splff3000
I feel ya man. After playing nothing but users in CFM, I had to play a cpu game and it felt almost like a completely different game, presentation wise. It's been like that for the last few years. You don't see the real presentation until after you play the cpu. Hopefully, they're both the same now.
There a presentation changes when you do Player CFM as well. I hope across the board we all see the same presentation regardless of the mode.
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Old 06-10-2015, 01:36 PM   #187
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

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Originally Posted by DeuceDouglas
This is just going to be a difference of opinion but I don't really believe that CFM was, or has ever been, fundamentally broken since it was introduced. Has it been severely lacking? Yes. Was the UI really slow and clunky? Absolutely. But everything worked the way it supposed to.

The depth chart wasn't broken. The UI wasn't broken, it just sucked. Scouting wasn't broken. And that is NOT saying that these aren't appreciated. I would have to spend around an hour after each game I played last year in my 32-team CFM simply tracking injuries and changing depth charts because it took god awfully long to change characters. Now, if that amount of time is cut down, I'll be happy and appreciate the upgrade. Same goes for scouting, if it's quicker and a more efficient way to get the job done in a 32-team CFM, I'll appreciate it no doubt, there's no denying any of that.

I think the largest bit of disappointment comes from the fact that they "fixed" things that weren't necessarily broken and then built on something that a lot of people (here) don't like. If they added a huge chunk of what's missing in terms of CFM depth next year, then it becomes a moot point. But it's been three or four years since CFM has been introduced and there haven't been really any steps forward towards that idea.
I've felt like playing CFM as a player HAS been broken for years because SUPERSIM is broken. Outside of the regular outcomes feeling unrealistic (Broncos offense 3 and out 20 times against the Jags?) there is no clock management/late game logic. If I'm playing as Von Miller on D and I shut down a late game surge by the opponent to score, supersim should have my offense run the clock out to win the game. The way it works now, I've had to defend late scoring attempts 2 and 3 times on D when running the clock out would have ended the game. This has a HUGE effect on CFM game results which has made me frustrated enough to give up on attempting a player career. JP, has this been addressed at all?
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Old 06-10-2015, 06:49 PM   #188
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Re: Madden 16 CFM initial impressions by Shopmaster Part 1

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Originally Posted by playajay98
I've felt like playing CFM as a player HAS been broken for years because SUPERSIM is broken. Outside of the regular outcomes feeling unrealistic (Broncos offense 3 and out 20 times against the Jags?) there is no clock management/late game logic. If I'm playing as Von Miller on D and I shut down a late game surge by the opponent to score, supersim should have my offense run the clock out to win the game. The way it works now, I've had to defend late scoring attempts 2 and 3 times on D when running the clock out would have ended the game. This has a HUGE effect on CFM game results which has made me frustrated enough to give up on attempting a player career. JP, has this been addressed at all?
I expect them to just drop that mode soon. I think it has been untouched since they introduced connected careers. Well in year 2 they did add the instant starter option so there is that.

How many face palms will there be if in 2 years or so they drop the connected gimmick, reintroduce stand alone franchise mode, then the next year introduce a brand new be a pro mode?
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Old 06-10-2015, 07:26 PM   #189
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by rtkiii
There a presentation changes when you do Player CFM as well. I hope across the board we all see the same presentation regardless of the mode.
What are the presentation changes for CFM as a player? I've never done that, the mode is so dull and boring currently.
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Old 06-10-2015, 07:31 PM   #190
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by jpdavis82
What are the presentation changes for CFM as a player? I've never done that, the mode is so dull and boring currently.
It is kind of surprising that after 2k's success with myplayer that Madden did not jump on that money machine and do something with the mode.
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Old 06-10-2015, 07:34 PM   #191
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Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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Originally Posted by ggsimmonds
It is kind of surprising that after 2k's success with myplayer that Madden did not jump on that money machine and do something with the mode.
Yes it is hopefully that changes in the future
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Old 06-10-2015, 08:57 PM   #192
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Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

I know that we, as players, can choose to ignore the goals in games (i.e., throwing to the open read & not to the same guy over & over just because his goal is for ___ catches), but I worry about the cpu. Cpu players will progress/regress based on their own goals, right? So at the end of a game, are the Cardinals going to play smart to come from behind, or are they going to keep going to Fitzgerald so he can meet his goal? If Fitzgerald needs, say, 5 catches & I've held him to 3 all game, will the cpu play smart? Or can I just double him with a safety because I know he's getting it even if he's covered?

Does that make sense?


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