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Madden NFL 15 News Post


Gamestop always seems to release a few nuggets of information before game companies do. It looks like they have come through yet again with a few Madden NFL 15 connected franchise details. While it isn't much, it's definitely something worth talking about, at least until EA Sports and the Madden team decide to.

Quote:
Connected Franchise - Interact and build your team with more control in Game Prep all-new to CFM. Want to develop your backup QB? Between matchups, spend extra time on him each week to earn training points without having to force him into the real games before he is ready. Also new in CFM is the Confidence rating system. Build your teams' confidence through performance and front office transactions. Balance keeping player's confidence up, to increase abilities and build player XP.

Let us know what you think.

Game: Madden NFL 15Reader Score: 6.5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 42 - View All
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Member Comments
# 41 roadman @ 07/29/14 09:00 AM
Quote:
Originally Posted by DeuceDouglas
I'm trying to do the same. I'm to the point where I'm so desperate for CFM info that pretty much anything that came out was going to be disappointing for me. I don't want to be overly negative because I don't really know much yet. These next couple weeks will be very interesting.
It looks like the have a plan and process for the release of information. Last week and this week, it's all about the rating of players and the build-up. Next week, looks like they release the rating of the rest of the players.

Maybe next week or the following week CFM news will hit the newstand, as you stated, the next few weeks will be interesting.

At least we know it won't be all about Practice.
 
# 42 jeremym480 @ 07/29/14 09:22 AM
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Originally Posted by The JareBear
If the CPU takes advantage of the new features, great.

If not, it's just two more things I will need house rules for in order to manufacture a challenge.
This is what I want to know first and foremost. Because if this is something that is only for the user (for offline CFM), then it sounds l just another way to build your super team faster.

I'll reserve judgement until the details are released, but I'm worried.
 
# 43 Mckinley Cash @ 07/29/14 09:30 AM
I could see Game Prep being something similar to NCAA'S practice each week in RTG; where you'd earn XP and "battle" for your position once you reached a certain rating.
 
# 44 jpdavis82 @ 07/29/14 09:30 AM
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Originally Posted by Sheba2011
This would be awesome especially for lower drafted and UDFA's. But i'm with you until it is confirmed by EA I won't get my hopes up.
The link I posted says you can train individual players


Sent from my iPhone using Tapatalk
 
# 45 Pappy Knuckles @ 07/29/14 09:36 AM
I miss the days of auto progression/regression in Madden. I haven't been a fan of this XP system since it's been implemented.
 
# 46 lopey986 @ 07/29/14 09:49 AM
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Originally Posted by michiganfan8620
That's a scheme related thing. The bengals probably have LE set as 4-3 speed rusher, if you switch your scheme/role thing it should be a higher OVR than 82
And that ruined CFM for me. It was annoying as **** constantly adjusting schemes to get a players overall to go up. Just give me a static freaking overall so I know who is the better player.
 
# 47 mmorg @ 07/29/14 10:15 AM
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Originally Posted by lopey986
And that ruined CFM for me. It was annoying as **** constantly adjusting schemes to get a players overall to go up. Just give me a static freaking overall so I know who is the better player.
Different players are better at different things though. The schemes helped to highlight that and work pretty well in that regard.
 
# 48 lopey986 @ 07/29/14 10:17 AM
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Originally Posted by mmorg
Different players are better at different things though. The schemes helped to highlight that and work pretty well in that regard.
To an extent, I agree. But do you really believe JJ Watt should go from a 99 in one scheme to an 82 in another? I think he'd dominate no matter where he is. I'd be okay with minor fluctuations, but sometimes I was able to affect a guys overall by close to 20 points by changing the scheme. Hell, I made Devin Hester a 90 overall by playing a speed wr scheme and he led the NFL in receiving yards, in every other scheme he was barely a 70. That shouldn't happen.
 
# 49 sticks323 @ 07/29/14 10:20 AM
So they are finally bringing back some training during franchise mode. Thank God. Those practice events were the worst in previous games especially if you were not a starter.
 
# 50 Hooe @ 07/29/14 10:32 AM
Quote:
Originally Posted by lopey986
And that ruined CFM for me. It was annoying as **** constantly adjusting schemes to get a players overall to go up. Just give me a static freaking overall so I know who is the better player.
What player is "better" depends on what skills you value in the position based on how you play Madden and what kind of team you want to build, which is what the scheme-specific OVR attempts to reflect. If you're playing a 4-3, you wouldn't want to sign Chris Canty (a veteran 3-4 defensive end) as your 4-3 pass rush right end, for example, and the scheme-specific OVR calculation change for the 4-3 Edge Rusher setting reflects that. If you are constantly changing the position-specific scheme setting, you are misunderstanding the intention of the feature.

The OVR rating has zero effect on football gameplay anyway, it only affects the CPU valuation of players for depth chart sorting and team-building purposes.

Quote:
Originally Posted by Caveman24
XP is here to stay I guess ��
CFM from top to bottom is designed around accruing and spending XP to progress. Any hopes that it be gutted out of the game are IMO entirely misplaced; EA would basically have to rip out CFM from the game and replace it with something else, and that isn't going to happen anytime soon by my estimation.
 
# 51 lopey986 @ 07/29/14 10:34 AM
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Originally Posted by rtkiii
I hope they add a draft Combinet or something when you create your player for CF Player. Or at least the option. Then EA could incorporate some mini games, bench press, etc to just add a little depth to the "making the team" portion of the game. Instead of just picking.

If people do not want to do that and just want to go to their Favorite team they should be allowed to as well. Make it a select able option like "Fantasy Draft"
Yeah, just steal what the show has done. They do a 3 game showcase when you start your player career and then you can either choose to get drafted or just pick your team if you want to do that instead.
 
# 52 lopey986 @ 07/29/14 10:36 AM
Quote:
Originally Posted by CM Hooe
What player is "better" depends on what skills you value in the position based on how you play Madden and what kind of team you want to build, which is what the scheme-specific OVR attempts to reflect. If you're playing a 4-3, you wouldn't want to sign Chris Canty (a veteran 3-4 defensive end) as your 4-3 pass rush right end, for example, and the scheme-specific OVR calculation change for the 4-3 Edge Rusher setting reflects that. If you are constantly changing the position-specific scheme setting, you are misunderstanding the intention of the feature.

The OVR rating has zero effect on football gameplay anyway, it only affects the CPU valuation of players for depth chart sorting and team-building purposes.



CFM from top to bottom is designed around accruing and spending XP to progress. Any hopes that it be gutted out of the game are IMO entirely misplaced; EA would basically have to rip out CFM from the game and replace it with something else, and that isn't going to happen anytime soon by my estimation.
It didn't accurately reflect that in a lot of cases though. For example, Matt Forte was a one cut back, yet he was worse in a one cut scheme than in a balanced scheme. And there shouldn't be a 20 overall fluctuation due to a scheme change. I shouldn't be able to make Devin Hester a 90 overall who leads the league in receiving because of my scheme, no scheme in the NFL will make that guy a good receiver.
 
# 53 countryboy @ 07/29/14 10:41 AM
Quote:
Originally Posted by Pappy Knuckles
I miss the days of auto progression/regression in Madden. I haven't been a fan of this XP system since it's been implemented.
Same here. I miss where players would progress/regress every 4 weeks I believe it was.
 
# 54 friscob @ 07/29/14 10:44 AM
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Originally Posted by Cusefan
I'm hopeful that players will have ceilings so you can't just replace Tom Brady with Tom Brady every single year. After about 3 years or less with a QB you know if you have a bust on your hands. I'm not hoping for more busts but more variety with how players develop.
That would upset a lot of people (children) but i agree it would make things so much better. Some individual attribute caps that prevent someone from putting every single point of xp into 2-3 different attributes b/c they're the only ones that really matter

At least they're doing something new. I'd be surprised if it isn't broken in some way but hooray for effort
 
# 55 Hooe @ 07/29/14 10:45 AM
Quote:
Originally Posted by lopey986
It didn't accurately reflect that in a lot of cases though. For example, Matt Forte was a one cut back, yet he was worse in a one cut scheme than in a balanced scheme. And there shouldn't be a 20 overall fluctuation due to a scheme change. I shouldn't be able to make Devin Hester a 90 overall who leads the league in receiving because of my scheme, no scheme in the NFL will make that guy a good receiver.
Your logic is backwards.

Devin Hester didn't lead your league in receiving because he was a 90 OVR WR with the Speed scheme setting. He led the league in receiving because you set your team to value Speed WRs, which resulted in you (or the AI) placing Devin Hester at the top of the depth chart because that scheme setting really values Hester's elite physical ratings (as reflected by his OVR rating being adjusted greatly upward). Thus he had a ton of opportunities to catch passes and clearly you as a play caller found ways to get him the ball if you led the league in receiving yardage with him.

The OVR rating simply doesn't affect the football gameplay, it only affects what players get placed onto the field based on the auto-reorder depth chart operation and players' contract demands. The scheme setting you pick doesn't affect the individual ratings which govern how Hester plays on the field - it doesn't change his catching, his route running, his awareness, and so on.
 
# 56 lopey986 @ 07/29/14 10:46 AM
Quote:
Originally Posted by lopey986
It didn't accurately reflect that in a lot of cases though. For example, Matt Forte was a one cut back, yet he was worse in a one cut scheme than in a balanced scheme. And there shouldn't be a 20 overall fluctuation due to a scheme change. I shouldn't be able to make Devin Hester a 90 overall who leads the league in receiving because of my scheme, no scheme in the NFL will make that guy a good receiver.
And on top of that, when you got to free agency it just showed the players "true overall" (I guess you could call it that) and their best scheme. But, I could routinely sign guys who were 70 overalls on the cheap, switch my scheme and they'd become 80+ overalls and they'd be super cheap and I'd have a super team really quickly. Basically, users played by a totally different set of rules than computer teams which totally borked cfm.

This new training stuff worries me in this regard as well, if the computer doesn't utilize it then I'll be pumping all my young guys up at twice the speed of the computer and be blowing everyone away. It'll be more stuff that I have to set house rules for, which is idiotic because it was much simpler when it was a simple dynasty and you acquired guys based on true overall and were on a level playing field with the computer.
 
# 57 lopey986 @ 07/29/14 10:52 AM
Quote:
Originally Posted by CM Hooe
Your logic is backwards.

Devin Hester didn't lead your league in receiving because he was a 90 OVR WR with the Speed scheme setting. He led the league in receiving because you set your team to value Speed WRs, which resulted in you (or the AI) placing Devin Hester at the top of the depth chart because that scheme setting really values Hester's elite physical ratings (as reflected by his OVR rating being adjusted greatly upward). Thus he had a ton of opportunities to catch passes and clearly you as a play caller found ways to get him the ball if you led the league in receiving yardage with him.

The OVR rating simply doesn't affect the football gameplay, it only affects what players get placed onto the field based on the auto-reorder depth chart operation and players' contract demands. The scheme setting you pick doesn't affect the individual ratings which govern how Hester plays on the field - it doesn't change his catching, his route running, his awareness, and so on.
Wrong. I tested this multiple times. I started a franchise and left my wr scheme at balanced, in depth chart this showed Marshall as my best receiver and Hester as my worst. I put Hester number one anyway to test this out. I simulated all 16 games and he finished with 700 yards and 3 td, Marshall outperformed him in every category.

Started a 2nd franchise and set the wr scheme to speed, Hester becomes a 90 overall. First on my depth chart. Simulated all 16 games and he had 1800 receiving yards and won receiver of the year.

It's really dumb that you have the ability to game the system like that by just changing the scheme of each position to make a guys overall rise so he does better when you simulate games.
 
# 58 Hooe @ 07/29/14 11:00 AM
Quote:
Originally Posted by lopey986
Wrong. I tested this multiple times. I started a franchise and left my wr scheme at balanced, in depth chart this showed Marshall as my best receiver and Hester as my worst. I put Hester number one anyway to test this out. I simulated all 16 games and he finished with 700 yards and 3 td, Marshall outperformed him in every category.

Started a 2nd franchise and set the wr scheme to speed, Hester becomes a 90 overall. First on my depth chart. Simulated all 16 games and he had 1800 receiving yards and won receiver of the year.

It's really dumb that you have the ability to game the system like that by just changing the scheme of each position to make a guys overall rise so he does better when you simulate games.
If true, then that's an issue with Madden's simulation algorithm being too simple and not properly considering all the available ratings, which I was not addressing at all. It doesn't dispute anything I previously mentioned about the OVR having no bearing on football gameplay, i.e. you taking the field and personally throwing passes to Hester.

It's my opinion that Madden has always been built as a video game to be played, not simulated.
 
# 59 lopey986 @ 07/29/14 11:03 AM
Quote:
Originally Posted by CM Hooe
If true, then that's an issue with Madden's simulation algorithm being too simple and not properly considering all the available ratings, which I was not addressing at all. It doesn't dispute anything I previously mentioned about the OVR having no bearing on football gameplay, i.e. you taking the field and personally throwing passes to Hester.

It's my opinion that Madden has always been built as a video game to be played, not simulated.
I got that after the fact of the discussion, that you were talking about actual in Game gameplay. The issue with that however is if you set your depth chart based on your scheme in the cfm menu and then you enter the game and go to make a sub the overall ratings are wildly different, it does not stay consistent from menu to game.

And if I want to play a 25 year franchise with the bears and try to build a dynasty I don't have time to play 16-20 games a year (as much as I wish I did).
 
# 60 Bootzilla @ 07/29/14 11:05 AM
Not really a fan of XP. But I guess it's here to stay. Hated those practices in Madden 25. I'm hoping you can assign things for players to work on and be able to simulate those things and slowly progress younger players. Maybe even assign things for them to do in the off season, I.e. lift weights to get stronger, study film to increase awareness, etc.

I would like to see the entire draft/scouting process blown up and reworked. It was incredibly unrealistic and it was clunky. Have full combine results. Then scout college production, position specific attributes, scheme fit, intangibles, etc.

I always felt that instead of doing some random drills or practice in between games, we should be getting a scouting report on the upcoming opponent. Their schemes, top players, tendencies, injury reports, etc. and build a gameplan to go against your opponent.
 


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