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Madden NFL 17: The Five Biggest Changes Needed for CFM

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Old 09-23-2016, 01:00 AM   #49
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

Relocation needs to be replaced with a full "Edit Team" feature.
(1) Let us change the name and city to anything we want. If they want to prohibit dirty names, that's fine.
(2) Give us a LOT more templates for uniform changes, and let us create whatever color schemes we want.
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Old 09-24-2016, 11:38 AM   #50
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

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Originally Posted by thecove
I'll add my two cents but first let me say that I've been playing Madden since the Genesis days and have been a franchise mode player since it was first introduced to the series. However, I stopped with Madden 10 when the franchise mode began showing its age as a result of neglection. I gave a couple of Maddens on PS4 a shot but ultimately was not happy with Franchise mode and kept playing Madden 10.

I saw they were close last year and after researching online about Madden 17 I bit the bullet and have been extremely happy to come back to the game.

I realize I've missed quite a bit, so forgive me if I'm missing a way to make these happen. I'll further qualify this by saying I only play offline franchise mode.

At any rate here are my hopes for the future:

1. Resigning / renegotiating contracts before last contract year. This is the lifeblood of salary cap management in the NFL. If I see a player is going to impact my cap in a few years and I need to make cap space to sign FA's or rookies, I want to work to get more deferred money in that contract. I'm not far along in my current franchise but I can see where I might want to renogotiate some of my veteran contracts.

2. Signing Draft Picks. Somebody, anybody tell me how / why this was taken out of franchise mode. The old standard was to sign top picks to long contracts. But I also used to sign my 6th - 7th round diamonds / project picks to long term contracts with a low yearly salary and zero to minimal sigining bonus. This would allow me to keep those picks until my veteran at the position retired or regressed. And if the draft picks were busts, I could cut them with minimal cap impact. This is part of life as a GM running a franchise.

3. Assigning Captains. Its such a little thing. I dont know why it got removed. But its also a part of being a coach in the NFL, deciding who are your Captains. You know who your leaders are with your franchise, you should be able to assign it.

4. Bring back expanded looks at Yearly Award candidates. As it stands now, you can only see MVP / Coach of the Year candidates in season. I used to love seeing if any of my rookies were up for Off/Def ROY and I'd sometimes give them a few extra targets / defensive series to try to secure the award.

5. Getting back to contract negotiations, show the year by year contract breakdown in the negotation screen. Giving me a chance to see how cap crippling year 5 of my offer will be, at the very minimum will give me a mental note to renogtiate at some point. It also affords me the chance to look at my other contracts and see if I'm heading to salary cap hell with this new contract.

ALL of these items were in the mode before and just added more levels to the simulation / immersion. Its these little details that can put a game over the top by giving sim players the opportunity to exercise.
1. the 2011 CBA prevent rookies from being extended before their final year. madden clearly decided it was easier to have this rule for all contracts.

2. the 2011 CBA sets rookie contracts for four years max with first round rookie having a team option for a fifth year. madden, since 2011, has reflected this.

3. yes, that would be nice. M10 had this IIRC.

4. they are there. use your trigger button to find them when you are looking at the MVP/coach of the year winners.

5. that would be helpful.
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Old 09-24-2016, 11:40 AM   #51
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

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Originally Posted by JayD
Restricted free agents would be great as well. Some kind of a player morale feature would be nice if implemented properly.
given PS now exists, this is the realistic next step.

draft a 69 OVR rookie in the seventh round whom i place on the PS for a year. when i re-sign him, he’s on a one year deal.

he then plays well & gets XP’d up to 74 OVR and now he’s gonna be a FA?
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Old 09-24-2016, 11:43 AM   #52
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

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Originally Posted by sir psycho
Great list, can't argue with anything you said.

A couple things I'd like to see, that you didn't mention:

-A more realistic progression/regression system. Regression shouldn't be set in stone. Not every player regresses at the same age. Progression/regression also shouldn't be based on stats. Players don't get better from putting up better stats, they put up better stats because they got better(or the situation around them improved). And they also don't get worse from failing to meet some stat goal. The whole system is so backwards, but the team seems to really love their XP system, so I doubt we'll get that changed.

-The option to hide or obscure rating. I've typed on here plenty of times about why this would be great and add realism, but I'm going to just leave it at the one sentence because I'm lazy right now, and it's a longshot to ever make it in(even though it was sort of in in the past with rookies). Which brings me to my next point....

-I absolutely should not be able to see how good my player is, the instant I draft him. That's a horrible system. It completely ruins the draft.
"Hey, this QB from Michigan looks pretty good, hopefully he can fit in my starting lineup right away." *Looks at screen: "You reached. This player is ranked 310 out of xxx)"* Yeah, that's sim. It's just like in real life when the Raiders drafted Jamarcus Russell, looked at a little message and then didn't even bother signing him. Then, with this knowledge, they drafted a QB in round 2(they visited him 3 times, so they saw he had a true value of early 1st-round) who was much better and was able to start right away. Oh right, in reality, they had to pay him a lot of money, and wasted a couple years trying to see if he would work out.
And to go with that, the scouting system is so messed up that you can see their "true value" when you scout them three times, which makes me put in house rules to never scout a player more than twice.

I don't expect anything I suggested to make it in. Mike Lowe's list is much more realistic, and I hope all of his suggestions do make it in.
- agreed, aged 29yo is too young for some and too old for others.

- have long believed no rookie should have an OVR until after his rookie season and that in no way he should have a development trait until then either.

- yes, seeing your second round WR is 66 OVR just makes you think “right, still gotta draft a WR then.”
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Old 09-24-2016, 11:44 AM   #53
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

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Originally Posted by patsfan1993
Historical Context

I have no idea who won the Super Bowl in 2018.

No idea who was ROY in 2020.
yeah, this has been a problem for a while M10 had menus showing the previous awards etc.
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Old 09-24-2016, 11:46 AM   #54
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

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Originally Posted by redsox4evur
Yea the NFLPA will NEVER allow that.
it has pretty much been agreed that real life suspensions will never be reflected in the game. wonder if a game will ever be made when non-real players can get suspended. my guess? no.
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Old 09-24-2016, 11:47 AM   #55
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

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Originally Posted by BigOrangeVol4Life
I would like to see offensive and defensive coordinators in the game as well as QB, RB, WR, D-line, LB, secondary, and special teams coaches in the game. It would be cool to have their ratings fluctuate from their performance and see promotions and firings over a course of multiple CFM seasons. For example, New England's offensive coordinator leads a top 5 offense for 3 seasons in a row. The Titans fire their head coach and hire New England's offensive coordinator to replace him and he brings a lot of concepts on offense that he used with the Patriots. You would then see maybe the Patriots promote their WR coach to take over their offensive coordinator duties. You would see a lot of shuffling with new coaches hiring former assistants they worked alongside at their previous stops, etc.

Also, I think all head coaches, coordinators, and assistant coaches should be able to be edited. A perfect example is New England's generic head coach in Madden 17. You should be able to edit his name and appearance to match real-life coach Bill Belichick.
i’m fairly sure the coaches union would be against this.
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Old 09-24-2016, 11:50 AM   #56
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Re: Madden NFL 17: The Five Biggest Changes Needed for CFM

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Originally Posted by The Senator
I love all five of those in the topic. I'd add these:

1) Allow us to turn off salary cap in roster edit
2) Fully editable and movable coaches and coordinators: let me edit them, and switch coaches from team to team.
3) NO MORE XP: I want a better, more realistic progression/regression system
1. you can turn off salary cap.

(do you mean when you edit a player in his last year of a contract when he has already signed an extension and it re-distributes the player’s salary into the current year & it takes the team over the cap? yeah, that is damn annoying.)

3. i’m kinda surprised they haven’t given the option to have CPU progression or XP progression.
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