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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, 10:36 PM   #209
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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 DeuceDouglas
Hopefully they significantly upgraded the draft class and free agent pool sizes. I think draft classes last year were around 300 players but this year there's 320 additional roster spots specifically for players with >2 years experience so those have to be greatly increased.
It's in new additions like this where they have in the past quite often not thought it through in terms of what is need to make it function correctly, i.e. not remembering to add enough extra players. John White has already said that the draft classes are bigger, so I would hope that this has been adequately addressed.
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Old 06-14-2016, 12:00 AM   #210
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

Quote:
Originally Posted by DeuceDouglas
Hopefully they significantly upgraded the draft class and free agent pool sizes. I think draft classes last year were around 300 players but this year there's 320 additional roster spots specifically for players with >2 years experience so those have to be greatly increased.
John White tweeted this about draft classes

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Old 06-14-2016, 12:39 AM   #211
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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.
For a lot of us who play CFM offline / single player, we want to stretch out our CFM for many years in the future. If the draft classes and progression system are even slightly unbalanced or messed up, this messes up stuff 5-10 years into the franchise. For example, in M17 there were basically no fast RB's ... at all... so play far in the future and the only way you'll ever have one is by converting a WR to HB , but the CPU won't have any fast ones. Many of the QB's and OT's reach 90's too easily whereas CB's did not, and were not very differentiated. The list goes on.

While I wouldn't want to do the level of brain surgery neeeded to fix every draft class for the whole league across so many problems ... the fact that editing is in there gives me the possibility of fixing small niggling problems which might crop up. I'm hoping the draft classes and progression is less bugged this time of course, but editing is hugely powerful.
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Old 06-14-2016, 12:42 AM   #212
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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 yurivexen
I think the ability to change weight in particular is huge. Say you have a defensive player that is considered "underweight" when drafted. You can have him train harder in the off season to add some bulk. When that happens, you can make his weight go up as well his ratings relative to strength. The same can be said for players trying to slim down. Just add more agility and speed ratings. It just adds more storylines for me.
Will weight matter now? I didn't see that anywhere.. I don't think they've re-worked all the mechanics to make that work.
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Old 06-14-2016, 12:57 AM   #213
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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 roadman
I'm still playing Madden 16 and it's the game play that had me immersed, not CFM. .
I'm glad this is working for you but to me the issues with CFM bled into the gameplay and vice versa (progression issues, vanilla draft classes, undifferentiated ratings / insufficiently differentiated ratings, poor CPU AI in-game and CFM, poor AI game planning / play calling, bizarre coverage issues whereby certain types of routes are unrealistically closed always INT risk and other routes are 90% of the time wide open etc)

I do think they are fixing some of this.
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Old 06-14-2016, 07:55 AM   #214
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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 Sgexpat
I'm glad this is working for you but to me the issues with CFM bled into the gameplay and vice versa (progression issues, vanilla draft classes, undifferentiated ratings / insufficiently differentiated ratings, poor CPU AI in-game and CFM, poor AI game planning / play calling, bizarre coverage issues whereby certain types of routes are unrealistically closed always INT risk and other routes are 90% of the time wide open etc)

I do think they are fixing some of this.
It helped a great deal for me using sliders from OS, the game play issues were minimized using those sliders.

And for many OS vets, including myself, Madden 16 gameplay was the best in forever in the Madden series.
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Old 06-14-2016, 08:00 AM   #215
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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 yurivexen
I think the ability to change weight in particular is huge. Say you have a defensive player that is considered "underweight" when drafted. You can have him train harder in the off season to add some bulk. When that happens, you can make his weight go up as well his ratings relative to strength. The same can be said for players trying to slim down. Just add more agility and speed ratings. It just adds more storylines for me.
I like this idea, if player edit is controlled by the Commissioner, maybe in the offseason you could submit a training/scheme request.


Say you were moving to a power run so you wanted your OL to train and gain 20lbs (Big Mauler archetype), they could gain +1 strength, +1impact block but at a cost of -1 acceleration and -1 agility per 10lbs.


Or again, if you were switching between 3-4/4-3, you might want DEs to lose some LBs to gain pursuit and acceleration to play OLB or a failing CB to shift to FS to gain hit power but lose say man coverage. It would need to be minimal/not roster breaking and each player would be limited to the number of changes made (like only when they hire a new coach or change schemes).


Putting it in the hands of the Commissioners would mean there wouldn't be rampant changes but it would increase their workload considerably.


This idea is also great as the CPU SUUUUUUCCKS at drafting for scheme, so shimmying their new Speed 4-3 DE to OLB in a 3-4 scheme is easier. I have seen so many 1st rounders get cut because the CPU drafts them for their high OVR but the scheme OVR shoots them down to 2nd and 3rd string as their size and physical attributes just don't fit.
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Old 06-14-2016, 09:17 AM   #216
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Re: They Heard You: Popular Community Requests Coming to Madden NFL 17's Franchise Mo

Quote:
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.
Yes, it's more for offline types, I'd imagine.

I'll give you one example that bugged the crap out of me last year: playing the Bears in year two of my franchise, their two running backs were wearing #34 and #40 respectively, both retired numbers of iconic Bears RBs, and you couldn't edit their numbers.

Another example is if and when rookies come in wearing all sorts of silly gear. Couldn't be edited.

Finally, yes, beef up or down: it's not about making all your players a 99 or something, it's about matching what you see on Sundays with the ratings. I tune guys to have lower ratings every bit as often as I tune them to be better. Riley Reiff of the Lions is a perfect example: in-game he's like a borderline stud, 89 ovr or something, even higher after a year or two; irl he was widely considered the weak-link on an already bad OL, worthy of about a 72 or 75 at best. Etc.
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