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Madden 12 News Post


I'm putting together a small group in the morning to discuss franchise mode tuning. No new features will be discussed until we release info on them publicly.

You MUST be a hardcore franchise mode fan, have played franchise in Madden 11 and know what I'm talking about when I discuss progression, re-sign logic, draft trades, etc.

You must also have a facebook profile.

This is your chance to have an impact on the tuning of franchise mode in Madden NFL 12.

Send me a message on Twitter (@Josh_Looman) by tomorrow morning if interested with your bio and why you should be a part of the group.

I want constructive, reasonable participants...not angry guys that just want to argue.

As I said, the group will be really small...so don't feel bad if you aren't picked.

Game: Madden NFL 12Reader Score: 6.5/10 - Vote Now
Platform: PS3 / Wii / Xbox 360Votes for game: 44 - View All
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Member Comments
# 41 SeahawkNMD @ 04/25/11 03:26 AM
Has this discussion happened yet? Were participants sworn to secrecy?
 
# 42 Reejer @ 04/25/11 11:14 AM
Quote:
Originally Posted by KuruptOwnz
A good point, however, I'm reading more threads about some new "three year plan" and now again I'm concerned, heh.

This is certainly is going in the right direction though.
The old three year plan was Peter Moore's brainchild on digitizing/socializing Madden.And I think that the new three year plan is the implempentation/expansion of those ideas.
http://venturebeat.com/2011/04/08/ea...-digitization/, http://www.pastapadre.com/2011/04/22...iption-service
Quote:
Originally Posted by SeahawkNMD
Has this discussion happened yet? Were participants sworn to secrecy?
I am curious on the outcomes of these discussions too.
 
# 43 KuruptOwnz @ 04/25/11 02:52 PM
Quote:
Originally Posted by Reejer
The old three year plan was Peter Moore's brainchild on digitizing/socializing Madden.And I think that the new three year plan is the implempentation/expansion of those ideas.
http://venturebeat.com/2011/04/08/ea...-digitization/, http://www.pastapadre.com/2011/04/22...iption-service.
Thanks for this.
 
# 44 adembroski @ 04/26/11 11:21 PM
The discussions so far haven't been too exciting. We haven't talked about new stuff, and it's mostly input on how people would like us to maximize some of the systems that were already in place.

Basically, we're asking for preferences on tuning. It's been a good discussion though. Can't really pass on what's specifically been talked about yet, but I will say based on a lot of the input I got from the guys yesterday, I got progression working very, very well after a week of fairly hit-and-miss tuning.

I think more than anything, it's having people to talk through roadblocks with. The guys in this group have given me a way to discuss some of the tuning difficulties I'm facing and either give me specific ideas on how to proceed, or simply help me talk through the issues myself and come to a better solution.

So far, they really don't know appreciably more than you do.
 
# 45 Hooe @ 04/27/11 12:26 AM
Quote:
Originally Posted by adembroski
The discussions so far haven't been too exciting. We haven't talked about new stuff, and it's mostly input on how people would like us to maximize some of the systems that were already in place.

Basically, we're asking for preferences on tuning. It's been a good discussion though. Can't really pass on what's specifically been talked about yet, but I will say based on a lot of the input I got from the guys yesterday, I got progression working very, very well after a week of fairly hit-and-miss tuning.

I think more than anything, it's having people to talk through roadblocks with. The guys in this group have given me a way to discuss some of the tuning difficulties I'm facing and either give me specific ideas on how to proceed, or simply help me talk through the issues myself and come to a better solution.

So far, they really don't know appreciably more than you do.
Sounds good. Out of curiosity, is the agreed-upon methodology for your successful progression tuning something you will reveal in the future via a blog?
 
# 46 brza37 @ 04/27/11 02:33 PM
Quote:
Originally Posted by adembroski
The discussions so far haven't been too exciting. We haven't talked about new stuff, and it's mostly input on how people would like us to maximize some of the systems that were already in place.

Basically, we're asking for preferences on tuning. It's been a good discussion though. Can't really pass on what's specifically been talked about yet, but I will say based on a lot of the input I got from the guys yesterday, I got progression working very, very well after a week of fairly hit-and-miss tuning.

I think more than anything, it's having people to talk through roadblocks with. The guys in this group have given me a way to discuss some of the tuning difficulties I'm facing and either give me specific ideas on how to proceed, or simply help me talk through the issues myself and come to a better solution.

So far, they really don't know appreciably more than you do.
Sounds great. If anyone has to drop out of the group my application is still on the table

Quote:
Originally Posted by tazdevil20
Hey AJ, that sounds cool. One thing that I would ask is that you guys put out a blog explaining how progression works. In other words, explain the factors that affect whether a guy progresses or regresses and by how much. That adds to the decision making on who to start in our online leagues.

Thanks!
This is also a great idea. It would be cool to know as detailed as possible what factors affect progression so we can influence it more effectively.
I've also always wondered if playing time has an effect and how much it is on progression. Personally, I think playing time should have a big impact on progression because its just logical that game experience can help a young player get better and it also forces a user to play a bit more sim and get more people involved in the game instead of just hoarding PT and stats for a few players.
 
# 47 Reejer @ 04/28/11 01:19 PM
I know I'm a bad boy, but since I don't tweet or facebook, I felt like this is going to be one of my last chances to put my two cents in:

Have a dynamic progression system, and have it a stat based formula. Regression: Not just for old players (ex: Ryan Leaf a young player that tanked early). I think that progression/regression should be primarily based on player performance in playable practices leading up to the game, and game time performance.

Practices should be responsible for about 25-30% of progression, so you can develop your 8 man practice squad, and lower rated players. And so you can see if any of them are good enough to bring up to your active roster.

Have practices mean something. Have the (scout team) 3rd string players and practice squad players go against the starters (and have them play in the style that they will play against in the next game). This could be a way to increase the ratings of your scrubs instead of the way it is done now.

Game time play should be responsible for 70-75% of progression/regression. Because the best way to show what you can/can't do is on Sunday.

Progression/regression should (at least) happen each week, and should be performance based only. It also needs to be more dramatic so that the players can have hot/cold streaks. Say for instance; if your QB throws 4 int's and no TD's, then his ratings should take a dive, then during practices the next week you can build him back up 25-30% of what he lost. That wouldn't bring him back to 100%, but he could try to improve his ratings, by good game-time performance the following Sunday.

I think it that would make it more realistic if one of your (or opposing) players is having a good/poor game, that it would carry on to the next game.

Regression needs to occour just as naturally, and shouldn't be based solely on age (look at Kurt Warner), or any other factor. And it shouldn't follow a predestined path like in Madden now in which: There are three periods during a player's career, Incline, Plateau, and Decline. During the Incline period, a player can gain 10 points per season and cannot decline except due to major injury. During the Plateau period, he can increase or decrease 2 points per season. During the decline, he can decline up to 10 points per season and cannot go up.

I think that the perfect system would be to have progression/regression to happen play by play. This would create team winning/loosing or player hot/cold streaks. Perhaps they should add a confidence rating that affects some of the other ratings on a temporary basis (depending on performance).

Say a QB throws an INT the first passing attempt of a game. Then after that, he completes 5+ of his next passes. That would nullify any negative affect on his confidence rating.

EX:
INT=-10
Consecutive competions=+2 per completion
TD=+10
 
# 48 bakersville123 @ 04/28/11 04:50 PM
Quote:
Originally Posted by adembroski
The discussions so far haven't been too exciting. We haven't talked about new stuff, and it's mostly input on how people would like us to maximize some of the systems that were already in place.

Basically, we're asking for preferences on tuning. It's been a good discussion though. Can't really pass on what's specifically been talked about yet, but I will say based on a lot of the input I got from the guys yesterday, I got progression working very, very well after a week of fairly hit-and-miss tuning.

I think more than anything, it's having people to talk through roadblocks with. The guys in this group have given me a way to discuss some of the tuning difficulties I'm facing and either give me specific ideas on how to proceed, or simply help me talk through the issues myself and come to a better solution.

So far, they really don't know appreciably more than you do.
I wouldn't mind helping out. Been playing offline franchise mode in football games for many years be it Madden, HC 09 or text sims. Only mode of football gaming I enjoy.
 
# 49 Still2REal @ 04/28/11 10:45 PM
Are we going to get trade logic and salary caps in Online FRanchise mode this year? I sure hope that's one of you guys "100+ improvements".

Also, do imported linebackers from NCAA still come in at 6'1 198lbs? Don't know how this keeps making it in the game but maybe you guys can set some wight parameters for several positions
 

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