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Why I Love Madden NFL 16's Connected Franchise

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Old 11-12-2015, 05:15 PM   #17
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Re: Why I Love Madden NFL 16's Connected Franchise

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Originally Posted by speedtrucker
Agree with the premise but we've never been able to keep a Madden OCM going for more than a couple of season and usually it starts out around 10-12 users and by the 3rd season it is usually 2-4 users at most.

whereas in NCAA we would keep a full 12 users from launch until next seasons launch, there was more fun to be had in the NCAA mid-week and off-season activities that usually kept everyone involved, especially recruiting and recruiting directly against the other users.
The other thing that was good about NCAA dynasties is that because you were only 12 users out of ~120 teams, any new player joining would have a pretty decent selection to choose from. In an NFL dynasty, if you have a midseason quit it can be very hard to find a player to take over the 2-10 Titans.
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Old 11-12-2015, 07:37 PM   #18
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Re: Why I Love Madden NFL 16's Connected Franchise

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Originally Posted by IlluminatusUIUC
CFM is great, but IMO 32 is too many human users to keep focused and on the same page. You'll always wind up with a handful of people who lose interest or have an impossible time scheduling (often, the latter is me as I live on Pacific time and work a lot of evenings).



CFM would be perfect if you could do smaller leagues, or even throwback arrangements. It would be crazy fun to just take the original 8 AFL teams, for example, and play the small 14 game seasons they used to. Just delete 75% of the free agents at random to avoid over-stacking the teams.

I completely agree re: 32 users. I've always run my CFM with 12-18 (optimal at 16). For me it's just the right balance of user and CPU
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Old 11-12-2015, 07:44 PM   #19
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Re: Why I Love Madden NFL 16's Connected Franchise

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Originally Posted by Brightline
I take your point. Because progression is broken, it is more important than ever to be able to add new players. OK. But I don't think this reflects the NFL which, in theory, CFM is supposed to be emulating.

I didn't initially until I looked at my jets and the AFC east as a whole. IRL players learn their coaches scheme and hopefully their technique gets better (awr/throw accuracy/carry/tackle/etc). Seldom will a player get faster over his NFL career. Offensive linemen get stronger or block better (impact block) but not dramatically. Players have a cap on physical ability. Very very few break past that ceiling.

A solid guy / role player will make it to the pro bowl occasionally but if he's a perennial pro bowler then there's usually talk of a gold jacket.

Rambling a bit, but the point is MOST players don't change much from who they are when they enter the league. (See average NFL player career). Either they are a solid role player (avg development), a superstar (star dev) or on the fringe/replaceable (slow dev or 66-75 ovr).

Intentional or not, that's what this madden has shaped up to be.
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Old 11-12-2015, 09:46 PM   #20
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Re: Why I Love Madden NFL 16's Connected Franchise

Theres alot of negative that can and will be said about this game, but i have to say... i hadnt played in about 8 years and now im officially back.

As far as human problems with CFM, between the group of coworkers and college buddies i have in my league of 11 we have an absolutely great time, it has brought us closer and it reminded me of before when the PS2 in the dorm room was ALWAYS hot back when you had to wait for everyone to play one person at a time.

I know there are flaws with XP and progression, but if you have a core of decent ethical gamers i believe you can have a great time
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Old 11-13-2015, 05:37 PM   #21
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I don't like the fact that I download a new roster, go into connected franchise and all my players are cut. I don't like the fact that when I draft players they have horrible and inconsistent gear and swollen shoulderpads.
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Old 11-13-2015, 05:55 PM   #22
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Re: Why I Love Madden NFL 16's Connected Franchise

main problem to me is the incoming draft classes sh1tting on the stock players due to the huge discrepancy in speed. Ya, we can turn down the threshold, but that isni't a legimtimate solution.

They nerfed stock speed, but didn't do it in draft classes. Then acknowledged there was an issue and increase CB speed which didnt mean anything. You have like 10 guys incoming every year with 95+ speed while stock players are stuck mostly in the 92 and under range and the CBs slow too. You have linebackers as fast as receivers, come on son.

Simple fix, dont have ot nerf speed, but if you do, nerf it in the draft classes too. Or just keep the rating scale the same and just limit how many players run like 4.2s coming in every year. Changing the scale for stock players and keeping the draft classes the same as previous years creates huge imbalance.
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Old 11-14-2015, 08:22 PM   #23
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Old 11-16-2015, 12:49 PM   #24
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Is it perfect? Of course not but this is some of the most fun I have been having with an offline franchise mode since 2005. Progression/regression is tough because it doesn't happen as often as people seem to think in the real NFL. A monster season means a guy played better not that he greatly improved his physical attributes. Most guys real life attributes never change or change very little.
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