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Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Old 06-12-2015, 04:26 PM   #57
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by The JareBear
Unfortunately I think this comes as no surprise.

Its clear that "ease and accessibility" are a couple of EAs main priorities outside of gameplay. I'm trying not to reference "casual gamers" but you know what I mean.

I guess a silver lining could possibly be that maybe this helps the CPU draft better? I dunno, grasping at straws here
Shop's draft would seem to go against the CPU drafting better theory, but that is just one draft though so we'll see. It's interesting though because I felt like the CPU drafted well in 15. To get a lot of guys that I really wanted, I was having to draft players 2 or 3 rounds before their projected round because the CPU kept beating me to the punch.

And yes, it's 100 percent clear that ease and accessibility is a core tenant through out every aspect of the game now. I can live with it, but I see how it's a deal breaker for others.
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Old 06-12-2015, 04:33 PM   #58
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by Step2001
Edit Draft Class - Because Schefter has audio on specific players in the draft, I would think that alone would cancel out editing.
I don't think that has anything to do with editable draft classes. You could import ncaa classes in Madden 25 for 360 and they just didn't say any names. It worked just fine to use a outside draft class in cfm then. Should be the same now.
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Old 06-12-2015, 06:40 PM   #59
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

"One draft I drafted the #1 overall ranked player; WR 86OVR, a 83 OVR TE, 83 OVR DB, and a 77 FS. Those were my first 4 picks and my first 3 all had SS dev traits."

From the article he had 5 drafts and in two of those he did not even bother scouting. So actually 3 drafts and he managed this kind of draft??

Edit: Oh and the instant notification of a draftees overall is the exact opposite of what us sim guys have been wanting.

Last edited by ggsimmonds; 06-12-2015 at 06:42 PM.
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Old 06-12-2015, 06:41 PM   #60
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by jpdavis82
Definitely more excited than disappointed. The big thing is like Shop said, you lose points for not scouting and that punishes you when it's draft time. I didn't scout very much and my best player was a 84 P in the 5th round, and that was only because one of the guys told me about him because he scouted him. Other than that I don't think I had one gem on my team.
So who exactly was more excited than disappointed? The casual fans they let test it out? To me this whole, "you have to scout every week or lose points" is not for 32 user leagues.Most people in leagues together , have lives outside the league and dont normally have much time after an hour long game to spend making sure they scout every single week , so they are not at a disadvantage against those who do.Once again EA forcing you to play the way they want us, or you get punished. Most people in a 32 man league , waited until the offseason to scout, because they had more time to put into scouting then since they werent having to play hour long games.This allowed them time to actually scout well. We have lives outside of madden, seems that dont count in their thinking at all.


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Originally Posted by jpdavis82
Do you guys think the way scouting was in M15 was realistic? Where you knew every players attributes prior to the draft? Do you feel like you should know everything before the draft about a player and then there's no other factors to create risk for drafting them is simulation? The way it is now you don't know all their attributes and there's the risk they perform poorly at the combine no matter what the scouting grade shows. The draft Shop had is not the be all end all for how it works and not only that, they can still tune all of this before the game releases to make it more challenging.
You clearly didnt play cfm much in madden 15. I never EVER knew every players attribute prior to draft. As a matter of fact i NEVER knew any actual number grade for anyone i scouted in madden 15.On top of that , i sure as heck couldnt scout 85% of the draft either.So you statement above makes no sense other than trying to make it seem like you could do any of that you mentioned above in madden 15 so this new system will seem better. Its not. None of that is at all factual above dealing with madden 15. Because we could pick what attributes we wanted to personally scout , based on our own desires for what we were looking for in a player( like in the real NFL) , there was a much larger chance guys would be overlooked and you could gamble on waiting on them until later rounds to pick them up. Thanks to the new system this will not be the case.How do i know? from the facts about the new scouting ive already heard, and actually knowing ,from experience as a commish how it works with having 32 player leagues.



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Originally Posted by SolidSquid
JP cmon man. You can scout their "true draft value" now, is that any more or less realistic than how scouting was in 15? Atleast in 15 players could be their own scout and unlock the attribute that were important to them and what they looked for at certain positions. The hand holding in madden this year is ridiculous

This is what kills me, they trying to make this sound like they making it more realistic , by making us only see a few of their best attributes.Instead of giving us the option to look for what we are actually looking for in rookies for our team as we plan to build them. In real life, NFL teams dont just look at a players best 3 attributes. Sometimes they are looking for someone of a certain skill in a particular area. To fit how they want to build their team. This is taking that option out completely. As you said, this hand holding is flat out ridiculous.
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Old 06-12-2015, 06:43 PM   #61
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Quote:
Originally Posted by jpdavis82
Do you guys think the way scouting was in M15 was realistic? Where you knew every players attributes prior to the draft? Do you feel like you should know everything before the draft about a player and then there's no other factors to create risk for drafting them is simulation? The way it is now you don't know all their attributes and there's the risk they perform poorly at the combine no matter what the scouting grade shows. The draft Shop had is not the be all end all for how it works and not only that, they can still tune all of this before the game releases to make it more challenging.
I don't think anything that makes you pick and choose who you scout is realistic. I understand it's a game and that there's supposed to be some kind of "risk/reward" in who you choose to scout. But like I said, it's a game and not real life where you have a pool of like 3000 guys you could possibly be scouting, there's maybe like 300.

With M15 though, I felt like I could make it more realistic by just scouting letter grades for attributes relevant to the position and getting a general overview of what the player was but still with some mystery surrounding them. And it feels like that's the direction they may have been trying to head but went way too far and then tried to make up for it with the "true value" which is my biggest issue.

I wouldn't mind the true value as much if that was the sole projection system and the CPU based their selections off of it rather than the arbitrary projections that now are pretty much completely meaningless. It just seems like, to me, you basically scout one attribute, know basically nothing about a player. Scout another attribute, know a tiny bit more about the player. Then scout the last attribute, and you still barely know anything about the player but you now know exactly where he falls in terms of the class without really knowing very much about him at all. The old system gave you the freedom to look for what you wanted and base your scouting off of that. Now it just seems like you're either playing a guessing game by scouting two attributes or knowing exactly what you're getting by scouting three which doesn't make any sense to me.

Obviously this is the way scouting is going to be for this year but I really hope it doesn't last like this for any longer. If they were going to tweak it, I'd either get rid of the ability to scout true value or get rid the actual projections altogether and make sure the CPU drafts more based on the true value than those projections like the User would. There is no such thing like a "Diamond in the Rough" player with this system. Hopefully this gets tweaked before release or they are able to maybe at least get the option to use last years scouting instead.
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Old 06-12-2015, 06:43 PM   #62
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

The one thing that I really liked about scouting on Madden 15 was the fact that the letter grades could have huge disparities in actual ratings so even if a player had all A or B ratings he could be anywhere from average to great. Unless you actually spent the points to see you had to just hope. It was not a sure thing and I like that.
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Old 06-12-2015, 06:51 PM   #63
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by ryby6969
The one thing that I really liked about scouting on Madden 15 was the fact that the letter grades could have huge disparities in actual ratings so even if a player had all A or B ratings he could be anywhere from average to great. Unless you actually spent the points to see you had to just hope. It was not a sure thing and I like that.
Exactly. I had a house rule where I never unlocked the numerical values and it made scouting and drafting much better.
I drafted a RB with A in spd, agi, and acc only to find out his speed was 88 and his agility was 89.

He wasn't a bust because he was still a productive back for me, but he was a disappointment.

I think knowing the draft value removes the potential for busts.
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Old 06-12-2015, 06:57 PM   #64
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Quote:
Originally Posted by jpdavis82
Do you guys think the way scouting was in M15 was realistic? Where you knew every players attributes prior to the draft? Do you feel like you should know everything before the draft about a player and then there's no other factors to create risk for drafting them is simulation? The way it is now you don't know all their attributes and there's the risk they perform poorly at the combine no matter what the scouting grade shows. The draft Shop had is not the be all end all for how it works and not only that, they can still tune all of this before the game releases to make it more challenging.
That's not how it worked at all. Hell, even if you managed to save up all of your scouting points to the offseason, trying to completely scout one rating (number value) for one player takes almost all of your points. You wouldn't know all attributes prior to draft, that's silly. Was it perfect last year? No way, but it's probably one of the best we've had.
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