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They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mode

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Old 06-13-2016, 01:25 AM   #113
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

Quote:
Originally Posted by NateDogPack12
Trick, I just have to say I respectfully disagree with you. Blind, under-the-hood progression isn't satisfying as there is no user control. The gameplay apparatus seeks to create a system that can be fun and intuitive. In the NFL, players progress and break out on bad teams. Coaches affect this but not to the capacity they do in the NCAA.

I'm with you when it comes to the backwards nature and I would argue let's allocate XP in a one-time fashion like an NCAA-esque training camp, with smaller amounts rewarded in the season, but I also respect the fact that this system is enjoyable and strategic for a lot of people.
I like that we can choose which areas guy progress in, what I don't like is that so many of the points you accumulate have in the past come from meeting certain statistical goals. Rather than judge my offensive lineman by how many yards my team passes or rushes for, I'd rather there be a way for the game to track how they actually are performing, not just sacks allowed but how often are you providing ample protection, or have you successfully completed you run blocking assignment and issue XP points accordingly.
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Old 06-13-2016, 01:34 AM   #114
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

Quote:
Originally Posted by CM Hooe
Personally I think that having direct interactive agency in determining the direction and progression of my team is always and forever better than simply assigning to my team some NPC characters and delegating all the effort and decision making of player progression to the computer. Why would I even bother picking up the controller at that point if I only have minimal influence over the outcome?

To that end we will agree to disagree as to whether XP progression is "sad" and "inferior".
To be blunt, the controller is for playing the game, not some fantasy stat/attribute balancing act - this isn't, or shouldn't be, Skyrim. In the actual NFL coaches can only "teach" techniques, they can require players to run certain drills, but they can't direct pass rushers into better zone coverage players by teaching pass rush technique. Or make guys faster by feeding them the ball repeatedly in meaningless blowouts or preseason games.

I get it that some people or types of people don't care how progression works or if it simulates anything near reality, but those people will play the same amount of Madden regardless - they are all playing that sad replicant of fantasy football anyway - it is called MUT.

The vast majority of franchise people are SIM people and those people, myself included, want the SIM part to extend to the roster management and development side as much, if not more, as we want it on the field.

Again, I like the general direction Red and CO are headed, I love some of the presentation, game play, and especially the commentary things. That being said, CFM was not redesigned - they[EA] said it not me, was not overhauled - again from their mouth/keyboard not mine, and that clearly isn't the case.

I am happy with many of the additions/returning features but...

Full Custom Packages
Full coaching staffs
Full scouting departments/reports
My draft board
Website improved functionality
Commissioner trade approval/undo
Commissioner set salary cap
User suspension/forced auto-pilot (4 rules violations)
Undrafted rookie FA signing period
Off ball injuries ( particularly OL players)
Trade difficulty slider for CPU to HUM opponent
Draft pick value chart/expanded trade window (over 3 players/picks)
Draft from my board, and from PC/website

That entire list I made was higher on my, and many others, wishlist than anything we got from the CFM blogs today...

Except for full editing, that was likely number one on most people's list, as it may help some alleviate some progression/regression issues created in large part by XP...

Last edited by Trick13; 06-13-2016 at 01:41 AM. Reason: Full editing part...
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Old 06-13-2016, 01:34 AM   #115
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

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Originally Posted by kse79x
For someone who plays pretty much only in online leagues, I guess I dont get the big wanting of fully editable players. There is no reasonable scenario in a league id see that happen. I guess if you're playing by yourself, and want to beef up your players, have at it. Dont get the fun in that though anyways.

I was really hoping to see something on draft boards, exhibition games, and more powers for commissioners to undo roster dumps and even games that people will super cheese in. But from what it looks like, we wont be getting any of these.
Personally I'm excited about full player editing because I'm a huge fan of Classic rosters

This opens up many doors for me now to create amazing rosters and then I can use those rosters in CFM and create the draft classes to create even more older rosters

For example I can start out with a specific season 1990 and then create every draft class all the way up to 1999 if I need to now....

So I think this is a huge deal by EA allowing full player editing....

You'd be surprised as to how many Madden players love Classic teams and players outside of their current CFM rosters
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Old 06-13-2016, 01:43 AM   #116
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

Quote:
Originally Posted by Trick13
To be blunt, the controller is for playing the game, not some fantasy stat/attribute balancing act - this isn't, or shouldn't be, Skyrim. In the actual NFL coaches can only "teach" techniques, they can require players to run certain drills, but they can't direct pass rushers into better zone coverage players by teaching pass rush technique. Or make guys faster by feeding them the ball repeatedly in meaningless blowouts or preseason games.

I get it that some people or types of people don't care how progression works or if it simulates anything near reality, but those people will play the same amount of Madden regardless - they are all playing that sad replicant of fantasy football anyway - it is called MUT.

The vast majority of franchise people are SIM people and those people, myself included, want the SIM part to extend to the roster management and development side as much, if not more, as we want it on the field.

Again, I like the general direction Red and CO are headed, I love some of the presentation, game play, and especially the commentary things. That being said, CFM was not redesigned - they[EA] said it not me, was not overhauled - again from their mouth/keyboard not mine, and that clearly isn't the case.

I am happy with many of the additions/returning features but...

Full Custom Packages
Full coaching staffs
Full scouting departments/reports
My draft board
Website improved functionality
Commissioner trade approval/undo
Commissioner set salary cap
User suspension/forced auto-pilot (4 rules violations)
Undrafted rookie FA signing period
Off ball injuries ( particularly OL players)
Trade difficulty slider for CPU to HUM opponent
Draft pick value chart/expanded trade window (over 3 players/picks)
Draft from my board, and from PC/website

That entire list I made was higher on my, and many others, wishlist than anything we got from the CFM blogs today...
Yeah, I agree with your list and some others but the #1 request was full customization based on the website that I linked a few post above.

Based on what the developers have noted, it's all about priorities, timing and resources on what is in the game and what isn't.

Ok, I see you edited your post after I quoted it. Ok
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Old 06-13-2016, 01:48 AM   #117
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

I wish they just had a formula for auto progression like on NBA 2k. at end of season players go up or down based on a combination of their age, potential, and performance. theres even a slider to set from 1-100 how much players will progress and theres a slider for regression too so you can really make it exactly how you want it. its easy, simple, realistic, and doesn't feel like a gimmick at all. because its done right.

Madden's current XP progression system feels like something out of an arcade football mobile game you buy in the app store for $9.99. not like something you'd find in a top of the line sports title. in addition, while customization is a good thing - being able to pick and choose exactly what ratings to increase and by how much really takes me out of the realm of immersion.

Yeah, you can use your imagination and pretend like your the coach and you're telling that player to practice and improve those skills - but until theres variables that go into how much the player gains from it like you would find in real life (like a worth ethic rating or a rating for your coaches motivation) it just feels like one big gimmick. the fact that falling literally a few yards short of a season goal will net your player a lot less XP then someone else who got those yards is really just the icing on EA's yearly disappointment cake. I know what I'll be wishing for this year when I blow out the candles.
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Old 06-13-2016, 01:52 AM   #118
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

Quote:
Originally Posted by redsox4evur
My whole take on the XP system is I see it as a coach saying to a player during practice/offseason you need to improve on this. And you can do it by watching film, doing it practice/OTAs/Training Camp/etc., etc.
Quote:
Originally Posted by MajorSupreme
I think of it similarly. Imagination can take you beyond the game's limits. Create your own fun.
I don't understand the "use your imagination" POV, on something that actually exists in Madden. For example defensive matchups aren't in period, so I can see maybe saying use your imagination that we have to scheme like defensive coordinators/coaches that don't use that tactic. However with XP and goals, those are actual things that are in the game and they are what they are, imagining they are something else is lying to ourselves, imo.
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Old 06-13-2016, 01:55 AM   #119
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

I really like the Dynamic development trait. Its great that if you now have a great season with a player who's trait is low that you are not going to be stuck with a low trait for ever with him or have to spend all your XP on that trait if you want it to go up and then having like no XP left to improve different skills.
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Old 06-13-2016, 02:00 AM   #120
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

Quote:
Originally Posted by Big FN Deal
I don't understand the "use your imagination" POV, on something that actually exists in Madden. For example defensive matchups aren't in period, so I can see maybe saying use your imagination that we have to scheme like defensive coordinators/coaches that don't use that tactic. However with XP and goals, those are actual things that are in the game and they are what they are, imagining they are something else is lying to ourselves, imo.

Not even remotely the same thing.

The attempt at conflating missing detailed strategic options with how the game designers choose to represent player growth and decline at a high level is completely disingenuous.
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