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Madden NFL 13 News Post


While most of the Madden NFL 13 news out of E3 seems to be positive, we now have something that could turn into a very big issue. Especially if you enjoy roster editing or use edited rosters created by others.

There seemed to be some confusion about edited rosters. More specifically, if edited rosters could be used in Connected Careers Mode.

I sent a few messages to Justin Dewiel, Community Manager at EA Sports earlier this afternoon and received the following responses.

Quote:
You can edit rosters outside of CC. But you can’t bring them into CC.

If you start a new CCM career after one of Donny Moore’s releases you can start with that new roster.

Basically, we have to rely on Donny Moore's roster updates, throughout the season, instead of grabbing updated rosters from the many talented roster editors out there, or simply editing on our own.

Jean Adams, Art Director for Madden NFL 13, mentioned the following, in his presentation blog, which was posted in late April.

Quote:
Mixing and matching the new NIKE uniforms, cleats, face masks, sleeves and other yet to be released gear will keep me and many gamers out there in edit player for hours.

Hmmm. I somehow doubt many gamers will be playing around much in edit player, if we can't use the edits in anything other than a Play Now session.

Josh Looman, Madden NFL 13 Senior Designer mentioned on Twitter the following glimmer of hope.

Quote:
We just ran out of time. It will be in there at some point in the future.

Does he mean Madden NFL 14 or could the Madden NFL 13 team add the editing ability in a Title Update or fix the issue before its August 28th release date? I think I speak for everyone, when I say the sooner, the better.

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Member Comments
# 821 DeuceDouglas @ 06/20/12 02:44 PM
Quote:
Originally Posted by aholbert32
Lets say you're "good chunk" is 65% of that 95%. That still leaves 30% of people who are furious they left out editing. Is it really smart for EA to leave anger 30% of its potential buyers?
If I was to take a guess, I'd put it at maybe 10-15% of that 95% that would be furious that they left out editing and even that number feels a bit high. And even if it is closer to the 30%, you'd have to figure that some of that number will still be buying the game regardless of whether or not they're furious.
 
# 822 87Birdman @ 06/20/12 02:55 PM
Quote:
Originally Posted by DeuceDouglas
If I was to take a guess, I'd put it at maybe 10-15% of that 95% that would be furious that they left out editing and even that number feels a bit high. And even if it is closer to the 30%, you'd have to figure that some of that number will still be buying the game regardless of whether or not they're furious.
And then you have to figure in new customers or old ones that are returning due to the new physic engine.
 
# 823 DNMHIII @ 06/20/12 02:56 PM
Quote:
Originally Posted by DeuceDouglas
If I was to take a guess, I'd put it at maybe 10-15% of that 95% that would be furious that they left out editing and even that number feels a bit high. And even if it is closer to the 30%, you'd have to figure that some of that number will still be buying the game regardless of whether or not they're furious.
I actually think that it's probably real close to 30% being really upset and with the features they took out like offline multi player, editing, and custom Playbooks, those are the people that would have the most incentive to just stick with 12 and completly ignore 13. I've got no problem skipping 13 because it just doesn't support my overall expectations without the features they removed.

If the game doesn't support your needs just don't buy it.
 
# 824 aholbert32 @ 06/20/12 02:57 PM
Quote:
Originally Posted by DeuceDouglas
If I was to take a guess, I'd put it at maybe 10-15% of that 95% that would be furious that they left out editing and even that number feels a bit high. And even if it is closer to the 30%, you'd have to figure that some of that number will still be buying the game regardless of whether or not they're furious.
My issue with EA is priorities. I think .01% percent of people would be furious if Madden 13 didnt have twitter feeds or Skip Bayless/Trey Wingo or even Legends implemented in CCM. So even if only 10%-15% (I think thats low but I'll move on) of people are furious about editing being removed....why would you take the risk and alienate a large number of potential buyers?

Lets say only 5% of that 15% thats furious wont buy the game this year. Based on last years sales that 100-150k sales lost. Thats a loss of 6 million in potential profit. All for a mode that couldve been implemented.
 
# 825 87Birdman @ 06/20/12 03:25 PM
Quote:
Originally Posted by aholbert32
My issue with EA is priorities. I think .01% percent of people would be furious if Madden 13 didnt have twitter feeds or Skip Bayless/Trey Wingo or even Legends implemented in CCM. So even if only 10%-15% (I think thats low but I'll move on) of people are furious about editing being removed....why would you take the risk and alienate a large number of potential buyers?

Lets say only 5% of that 15% thats furious wont buy the game this year. Based on last years sales that 100-150k sales lost. Thats a loss of 6 million in potential profit. All for a mode that couldve been implemented.
But the problem is your just looking at loss sales. There are going to be sales gained from the new mode also. Online is growing and having it have all the same features as offline has been long over do. EA probably feels that the gain in sales will out weigh the loss in sales this year. And online is probably the reason that changes never got implemented because they couldn't get them to work properly online, and other bugs may have been present.

if you lose 15% but gain 20% I don't think EA will bat an eyelash at those lost customers.
 
# 826 aholbert32 @ 06/20/12 03:35 PM
Quote:
Originally Posted by 87Birdman
But the problem is your just looking at loss sales. There are going to be sales gained from the new mode also. Online is growing and having it have all the same features as offline has been long over do. EA probably feels that the gain in sales will out weigh the loss in sales this year. And online is probably the reason that changes never got implemented because they couldn't get them to work properly online, and other bugs may have been present.

if you lose 15% but gain 20% I don't think EA will bat an eyelash at those lost customers.
I dont think they are gaining 20% or even 5% from these new features. Depends alot on how they market these features but Madden has been pretty stable. They always do around the 2.5 mill range because people love the NFL and they need their NFL fix. These new features arent going to add 500k in more sales. Best case scenario: They break even. Gain 200k in new sales and lose 150k-200k in old sales because of the missing features.

To think if EA wouldve prioritized better it couldve had a complete CCM, brought in new buyers and kept most of if not all of the old ones.
 
# 827 87Birdman @ 06/20/12 03:44 PM
Quote:
Originally Posted by aholbert32
I dont think they are gaining 20% or even 5% from these new features. Depends alot on how they market these features but Madden has been pretty stable. They always do around the 2.5 mill range because people love the NFL and they need their NFL fix. These new features arent going to add 500k in more sales. Best case scenario: They break even. Gain 200k in new sales and lose 150k-200k in old sales because of the missing features.

To think if EA wouldve prioritized better it couldve had a complete CCM, brought in new buyers and kept most of not all of the old ones.
Yeah I agree I was just basing it off your percent. I really think it will be more of the break even event, but problem is you always have a stable yet fluctuating fanbase. If they would have held off on the CC and added the new features to offline, because CC is what allows the modes to be the same then online would have gotten the shaft and you lose that fan base for the time being. It is just the nature of the beast with this game. So many people to appease and only so much time.

That is one of the biggest faults of only having one NFL game, is that the audience is so large and a wide variety of people that want what they want. You have a wide range from "sim" to "Cheese" and so many people are happy with different things. Some feel that presentation so be the focus some feel gameplay, and so forth.

EA has to make some tough choices and it will leave some people out, and that sucks. I wish they could just continue to add to the game, but I feel that in the past they made some bad choices and are trying to recover from the reprecussions that occured during the change to this generation of systems. I honestly feel this new direction will benefit more people in the future, and some features just didn't make the cut. Maybe they made some wrong choices, but who is to say with out all the facts.
 
# 828 ZoneKIller @ 06/20/12 04:43 PM
Quote:
Originally Posted by aholbert32
I dont think they are gaining 20% or even 5% from these new features. Depends alot on how they market these features but Madden has been pretty stable. They always do around the 2.5 mill range because people love the NFL and they need their NFL fix. These new features arent going to add 500k in more sales. Best case scenario: They break even. Gain 200k in new sales and lose 150k-200k in old sales because of the missing features.

To think if EA wouldve prioritized better it couldve had a complete CCM, brought in new buyers and kept most of if not all of the old ones.
You've made some real good points.
To add to your points,the general parents think theres no real difference in Madden 10,11,12,13 So that alone proves theres no way EA will get 5% more fans than what they already have because of these new features.
 
# 829 moneal2001 @ 06/20/12 05:25 PM
@aholbert twitter feeds required little programming and QA compared to editing or rtp. the main work for twitter feeds was writing and artwork. rtp and editing have more in common being almost entirely code and databases to get them to work properly.

@Zonekiller CC is for the people that got tired of paying for a roster update and playing the same bland franchise over again. they will bring back more people than they will lose due to the omissions. and also keep more as well.
 
# 830 cuttingteeth @ 06/20/12 06:25 PM
I pulled the following from the running diary of a gamechanger guy testing Madden 13. Read it and tell me you don't still prefer regular editing.



Week 4 ( missed the first week)
2:15 – Ok, so after 3 weeks I’ve only gained 2,225 XP. I can’t buy anything except for Contract Packages 1,050 XP for individual players, free agent pacjages for 787 XP for players, and 1,050 XP for XP Boost Package. Crazy!
I hate Cut Days, I have to cut 6 players.
Oh no, Reggie Wayne got hurt in a Preseason game and is out the rest of the year.

2:35 – Diving into Player Progression. I’m going to manually progress RG III, my HBs, WR, LBs, and DB
RG 3 had 1, 259 XP and does not qualify for any boosts. The lowest boost available was for 1,500 XP
Tim Hightower – had 1,274 XP again, nothing to spend on
Roy Helu – has 1,263 XP
Santana Moss – 1,699 but the only thing I could buy was Toughness that would move him from a 70 to 71


It's going to take forever to get any ratings different or to one's liking. I want to vomit. (yes, I posted this in another thread, too, but it's important here just as much).
 
# 831 DeuceDouglas @ 06/20/12 06:30 PM
Quote:
Originally Posted by cuttingteeth
I pulled the following from the running diary of a gamechanger guy testing Madden 13. Read it and tell me you don't still prefer regular editing.



Week 4 ( missed the first week)
2:15 – Ok, so after 3 weeks I’ve only gained 2,225 XP. I can’t buy anything except for Contract Packages 1,050 XP for individual players, free agent pacjages for 787 XP for players, and 1,050 XP for XP Boost Package. Crazy!
I hate Cut Days, I have to cut 6 players.
Oh no, Reggie Wayne got hurt in a Preseason game and is out the rest of the year.

2:35 – Diving into Player Progression. I’m going to manually progress RG III, my HBs, WR, LBs, and DB
RG 3 had 1, 259 XP and does not qualify for any boosts. The lowest boost available was for 1,500 XP
Tim Hightower – had 1,274 XP again, nothing to spend on
Roy Helu – has 1,263 XP
Santana Moss – 1,699 but the only thing I could buy was Toughness that would move him from a 70 to 71


It's going to take forever to get any ratings different or to one's liking. I want to vomit. (yes, I posted this in another thread, too, but it's important here just as much).
Thank you for squelching the whole "Everybody's going to have 99 everything" argument!
 
# 832 cuttingteeth @ 06/20/12 06:36 PM
I never said I wanted 99 everything...people are just extremely good at assuming I want that.

What I'm pointing out is that any player you want to progress substantially because per the roster ratings that dude sucks, and then suddenly you need him to be the break out player....it's going to take forever....or it's wait for the new roster, hope it's ideal, oh, and by the way, you have to start your entire CCM over from the beginning.
 
# 833 Truthseeker83 @ 06/20/12 07:19 PM
Call me crazy, but all I want is the ability to edit numbers and equipment of players I draft. For the life of me, I cannot understand why this has been removed....especially when you consider the somewhat awkward character builds on many of the rookies in these draft classes.
 
# 834 caballero @ 06/20/12 10:11 PM
Quote:
Originally Posted by dylan123
No player except Dallas clark does not wear gloves
To nitpick, Eric Weddle doesn't wear gloves, and no QB wears gloves on their throwing hand either (except Brady, Roethlisberger and some others when it's real cold)...

Quote:
Originally Posted by CRMosier_LM
There are limits on how many players they are allowed to have on the game due to memory issues.
pretty sure ps2 games' Free Agent list wasn't limited... don't listen to EA's BS.

Quote:
Originally Posted by TreFacTor
I could see another class action suit coming EA's way because of their decision
can you develop? (feel free to PM me)
 
# 835 jfsolo @ 06/20/12 10:16 PM
Quote:
Originally Posted by TreFacTor
No on knows how it will affect sales, but if I didn't follow the game like all of us here do, and I bought it without knowing about the missing features, I would be ticked off when I got madden home. I could see another class action suit coming EA's way because of their decision to remove so much. Maybe not, but in this day and age, ya never know. We all have to wait and see. My guess is that the devs will stick to their guns until high noon, and then scramble.
There have been a lot of outlandish stuff said here over the years, this bolded part is up there with the best of them.
 
# 836 alifeincomplete @ 06/20/12 11:19 PM
Quote:
Originally Posted by AttackAttack
Oh, so you want to be 99 by the middle of your rookie season?

Most players should never even reach 99
Holy strawman, Batman!
 
# 837 KBLover @ 06/20/12 11:26 PM
Quote:
Originally Posted by cuttingteeth
I pulled the following from the running diary of a gamechanger guy testing Madden 13. Read it and tell me you don't still prefer regular editing.



Week 4 ( missed the first week)
2:15 – Ok, so after 3 weeks I’ve only gained 2,225 XP. I can’t buy anything except for Contract Packages 1,050 XP for individual players, free agent pacjages for 787 XP for players, and 1,050 XP for XP Boost Package. Crazy!
I hate Cut Days, I have to cut 6 players.
Oh no, Reggie Wayne got hurt in a Preseason game and is out the rest of the year.

2:35 – Diving into Player Progression. I’m going to manually progress RG III, my HBs, WR, LBs, and DB
RG 3 had 1, 259 XP and does not qualify for any boosts. The lowest boost available was for 1,500 XP
Tim Hightower – had 1,274 XP again, nothing to spend on
Roy Helu – has 1,263 XP
Santana Moss – 1,699 but the only thing I could buy was Toughness that would move him from a 70 to 71


It's going to take forever to get any ratings different or to one's liking. I want to vomit. (yes, I posted this in another thread, too, but it's important here just as much).
Actually, I'm GLAD that it takes a lot of experience points to move players up.

Seems like XP is more for "tweaking" a player than building one. Still will need to scout, care about the player's skills, etc.

Or he's going to have to prove over significant time (by earning exp) that he's able to play at a high level in order to progress quickly.

As far as editing - I wouldn't edit a player's abilities. I'd rather a deeper player-based development system over EXP, but based on what you posted, I feel a bit more at ease about the experience system, even if I still don't particularly like it.
 
# 838 moneal2001 @ 06/20/12 11:29 PM
Quote:
Originally Posted by KBLover
Actually, I'm GLAD that it takes a lot of experience points to move players up. I still don't know how I feel about my experience as a coach making a player play better - that just seems...odd...
coaches xp doesn't make a player better. each player gains their own xp which you can use to make them better. coaches xp is for off the field(free agency, scouting, and contract negotiantions) and developmental(players under you gain more xp when they complete goals) stuff.
 
# 839 bpac55 @ 06/20/12 11:59 PM
yeah reallly...what the heck does that stuff even mean...this is what I am talking about. I play OFFLINE franchise. I have never played online. This stuff means nothing to me. Aside from the roster editing disaster now we have to do all of that???
 
# 840 DorianDonP @ 06/21/12 01:47 AM
Quote:
Originally Posted by bpac55
yeah reallly...what the heck does that stuff even mean...this is what I am talking about. I play OFFLINE franchise. I have never played online. This stuff means nothing to me. Aside from the roster editing disaster now we have to do all of that???
lol I hear what you are saying but the stuff posted above isn't online specific or anything. It's just something you usually see in role playing games. Get enough XP points and you can spend them on upgrades or level ups.

It's been in Madden before (in mini camps you used points to upgrade your players skills), just not to this extent.
 


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