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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
# 61 Hooe @ 07/29/14 11:05 AM
Quote:
Originally Posted by lopey986
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.
Yeah, this is something that I hope they will fix as well. This inconsistency IMO is a significant point of confusion as to what the scheme-specific OVR calculations are intended to do.
 
# 62 lopey986 @ 07/29/14 11:07 AM
Quote:
Originally Posted by CM Hooe
Yeah, this is something that I hope they will fix as well. This inconsistency IMO is a significant point of confusion as to what the scheme-specific OVR calculations are intended to do.
Agreed. Sadly, I have so little hope they'll FIX anything. Most likely it'll flounder along for a year or two before being scrapped as most things tend to be.

It seems like ultimate team will continue to be worked on the most because it presents them the best opportunity to make more money after selling you the game.
 
# 63 jpdavis82 @ 07/29/14 11:17 AM
Quote:
Originally Posted by lopey986
Agreed. Sadly, I have so little hope they'll FIX anything. Most likely it'll flounder along for a year or two before being scrapped as most things tend to be.

It seems like ultimate team will continue to be worked on the most because it presents them the best opportunity to make more money after selling you the game.
Gameplay and presentation are what are getting the most attention. Lets stop assuming CFM is a afterthought until we hear it for sure.


Sent from my iPhone using Tapatalk
 
# 64 DeuceDouglas @ 07/29/14 11:18 AM
Quote:
Originally Posted by roadman
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.
Yeah, I'm not really too worried about the release plan. I'm really worried about the release info though. Especially if a lot of it does revolve around practice. I can safely say already there's about a 99% chance that I won't ever touch practice. If I can simulate it, then that's great. But if I can't, which I believe will be the case, then that puts a huge wrinkle into any sort of franchise I play whether it be one team or 32 teams.

And I worry that this practice stuff has been added as the sole development aspect of players and things like coaching staffs and other management aspects have been completely ignored. But like I said, I don't want to be too negative yet given we don't know anything. I'm just nervous about that info since it is the most important to me. Can't wait for the demo though.
 
# 65 totalpoop @ 07/29/14 11:21 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.
this is the problem many have with the franchise mode of late, it doesnt even feel like you're owning a team for years and year, just a collection of play now games against the computer. they totally gutted the immersive feeling of franchise mode.

and how did you not understand what he was saying about the hester example, this is why the scheme system was terrible last year, putting a 70 scrub in a perfect scheme automatically made him calvin johnson on any team.

the progression system also bums me out severely, i get everyone wants to improve their backups and draft busts but at a certain point realism has to come into play that not every player can somehow turn into aaron rodgers by practicing really hard, and the thought that the computer might not utilize the progression system as well is incredibly alarming and a franchise mode killer for me.
 
# 66 lopey986 @ 07/29/14 11:26 AM
Quote:
Originally Posted by jpdavis82
Gameplay and presentation are what are getting the most attention. Lets stop assuming CFM is a afterthought until we hear it for sure.


Sent from my iPhone using Tapatalk
No doubt, I hope I'm wrong. But after what 2k did with nba and making everything in owner mode cost coins to acquire and putting all their time into my team and seeing all the time madden has put into my team (both pay to win modes) I'm not real optimistic. And most games just seem to be trending to an always online system, which stinks, I miss sitting down with my brothers and firing up a 3 team franchise and fighting to win the most super bowls.
 
# 67 friscob @ 07/29/14 11:40 AM
Quote:
Originally Posted by lopey986
No doubt, I hope I'm wrong. But after what 2k did with nba and making everything in owner mode cost coins to acquire and putting all their time into my team and seeing all the time madden has put into my team (both pay to win modes) I'm not real optimistic. And most games just seem to be trending to an always online system, which stinks, I miss sitting down with my brothers and firing up a 3 team franchise and fighting to win the most super bowls.
The pay to win/microtransactions fear is reasonable, but still just wild speculation at this point. The part in bold is absolutely true and a complete shame.

I just can't see them throwing something like that into cfm because of how much backlash they would get. It would ruin the mode both online and offline.
 
# 68 michiganfan8620 @ 07/29/14 11:41 AM
Quote:
Originally Posted by totalpoop
this is the problem many have with the franchise mode of late, it doesnt even feel like you're owning a team for years and year, just a collection of play now games against the computer. they totally gutted the immersive feeling of franchise mode.

and how did you not understand what he was saying about the hester example, this is why the scheme system was terrible last year, putting a 70 scrub in a perfect scheme automatically made him calvin johnson on any team.

the progression system also bums me out severely, i get everyone wants to improve their backups and draft busts but at a certain point realism has to come into play that not every player can somehow turn into aaron rodgers by practicing really hard, and the thought that the computer might not utilize the progression system as well is incredibly alarming and a franchise mode killer for me.
He was referring to the fact that the scheme changes a player'a OVR but doesn't make him a better player, just a better fit in a scheme. It works correctly in most situations, there might be a few things that seem off, but for the most part it works well. If you play the games, it doesn't change the way the player plays at all. The scheme shows that a player like Vince Wilfork would be a better player as a 3-4 NT than as a 4-3 pass rushing DT. It shows that Robert Quinn would be a better 4-3 DE than a 3-4 run stuffer. It allows a player to see the best player for what they are trying to do in their scheme.
 
# 69 friscob @ 07/29/14 11:43 AM
If Devin Hester transformed into Calvin Johnson, regardless of the scheme, in last years game then you were definitely using the wrong sliders lol.
 
# 70 lopey986 @ 07/29/14 11:52 AM
Quote:
Originally Posted by friscob
If Devin Hester transformed into Calvin Johnson, regardless of the scheme, in last years game then you were definitely using the wrong sliders lol.
This was simply while simulating games, NOT playing them. Though playing with guys with higher speed has always been easier in madden.
 
# 71 charter04 @ 07/29/14 12:42 PM
I'm curious to find out more and I want to see how these additions will work but, it sounds promising for sure. Since Madden 25 I have played mostly online dynasty against humans so anything to better and already fun experience is welcome.

I just hope they have tuned and improved the xp system all together. I'm not a fan of it but, it's going to be the way things work for a while I'm sure. I just want them to make things work more like NFL head coach did.
 
# 72 thudias @ 07/29/14 12:48 PM
Quote:
Originally Posted by countryboy
Same here. I miss where players would progress/regress every 4 weeks I believe it was.
you can still do that... every 4 weeks just go through your players and have the AI apply all the XP.
 
# 73 countryboy @ 07/29/14 01:05 PM
Quote:
Originally Posted by thudias
you can still do that... every 4 weeks just go through your players and have the AI apply all the XP.
I was piggybacking on Pappy Knuckles post where he missed the old system that didn't use the XP. I was saying how I liked that they would progress/regress automatically every 4 weeks.
 
# 74 volstopfan14 @ 07/29/14 01:24 PM
Quote:
Originally Posted by DeuceDouglas
And I worry that this practice stuff has been added as the sole development aspect of players and things like coaching staffs and other management aspects have been completely ignored. But like I said, I don't want to be too negative yet given we don't know anything. I'm just nervous about that info since it is the most important to me. Can't wait for the demo though.
This is pretty much where I'm at. I'm trying not to be negative, but if this is all there is I'm gonna be pretty disappointed.
 
# 75 totalpoop @ 07/29/14 01:37 PM
Quote:
Originally Posted by michiganfan8620
He was referring to the fact that the scheme changes a player'a OVR but doesn't make him a better player, just a better fit in a scheme. It works correctly in most situations, there might be a few things that seem off, but for the most part it works well. If you play the games, it doesn't change the way the player plays at all. The scheme shows that a player like Vince Wilfork would be a better player as a 3-4 NT than as a 4-3 pass rushing DT. It shows that Robert Quinn would be a better 4-3 DE than a 3-4 run stuffer. It allows a player to see the best player for what they are trying to do in their scheme.
once again we're talking about simulating the games.
 
# 76 Darkwolf90 @ 07/29/14 01:40 PM
I've noticed a lot of people commenting about how the Schemes effect players overalls, but I haven't noticed anyone commenting about it for the reasons I dislike them, so I'll just throw in my $0.02. While I don't like that it drops guys ratings by so many points, I know how to work around that for my team. Not to mention I look for players I know are good rather then looking for the highest overall. The CPU doesn't see things the same way I do, all the CPU sees is the Overall, leading them to cut players like Dexter McCluster, who is a great Punt/Kick Returner, or Willis McGahee, the list goes on.

In M25 I've seen Charles Woodson cut, and without fail if I'm not controlling the 49ers they cut Kendall Hunter and the next year they cut Frank Gore. To me that is annoying and wouldn't happen in the real NFL, nor would it happen in Madden if changing schemes didn't cause players ratings to drop so many points.

I can understand some changes in rating for different and new schemes. But not as huge a drop off, and all players should fit the scheme of the team they are playing for at the beginning of a CFM. After all they go through training camp and learn new schemes, or get better at their roles with that team and the schemes they use.
 
# 77 jbd345 @ 07/29/14 02:08 PM
Darn, no mention of score ticker or in game breaks. Looks like more and more that, that presentation feature that's still under wraps will be the Super Bowl celebration. Not that there is anything wrong with that, but was hoping for deeper CFM presentstion.
 
# 78 footbrawl @ 07/29/14 02:10 PM
I'd like to see a change in scouting. My one problem is that they don't give you combine results like they used to. I have to scout a guy to see his speed instead being able to look at his 40. I just think it's based to much on you. It's not like you're the only one scouting so you should be able to know how most players play with about 10-15 over under. Scouting should take less time and be more specific per player but just because you focus on 5-10 guys doesn't mean you can't no **** about anyone else. Maybe an automated scouter where you can say what type of players you're looking for.

Other than that I liked the franchise mode except for some minor things. It'd be nice to see some fun things added in just cause why not? 2k always had cool stuff like playing the senior bowl, draft cutscenes, broadcast reports, and I wish training camp was still playable.
 
# 79 charter04 @ 07/29/14 02:25 PM
Quote:
Originally Posted by footbrawl
I'd like to see a change in scouting. My one problem is that they don't give you combine results like they used to. I have to scout a guy to see his speed instead being able to look at his 40. I just think it's based to much on you. It's not like you're the only one scouting so you should be able to know how most players play with about 10-15 over under. Scouting should take less time and be more specific per player but just because you focus on 5-10 guys doesn't mean you can't no **** about anyone else. Maybe an automated scouter where you can say what type of players you're looking for.

Other than that I liked the franchise mode except for some minor things. It'd be nice to see some fun things added in just cause why not? 2k always had cool stuff like playing the senior bowl, draft cutscenes, broadcast reports, and I wish training camp was still playable.

This has been by far my biggest problem with CFM. I can't even begin to understand why they decided to not give us info even casual fans have access to. All measurable's should be available for every player going into the draft.
 
# 80 BreakingBad2013 @ 07/29/14 02:34 PM
I'm sorry, but I can't be excited for Franchise news. There's ONE thing that Madden needs to do before it can be considered a good franchise mode. Its one thing that encompasses real life football.

Unpredictability

The NFL, and sports and general are exciting because you NEVER know what is going to happen. People thought the Broncos would win this past years SuperBowl, but they got blown out by a defense-first team. You have Huge draft busts, and huge draft sleepers that are the true make-up on the NFL off-season. You have QB battles in Pre-Season and Training Camp that have spectators clamoring until "their guy" wins or loses the starting job. You have players like Michael Vick who have been injury plagued and teams have to account for that risk. You have personalities on teams that mesh and don't mesh with others. Off-the-field problems. etc.

How can we manufacture unpredictability?

MAKE RATINGS MATTER!

The Personality Trait, Confidence Trait, and all other attributes should mean something, wouldn't ya think?

I want to know that when Peyton Manning goes down, even if its for a Quarter, that I have to change my entire gameplan, I have to find a way to manage this game, to eek out a win, or to at least keep my team in it for a while.

I want to feel that I have a liability on the field if I actually do. If there's a CB or Safety that is terrible at coverage, but super-fast, I want to know that I can target him with my WR, or have help over top if I have the said CB.

If ratings mattered, you could specifically target your team's weak-spots through game play, not just the ratings that you see on the screen. I want to FEEL that I need to address certain positions in the Draft in Free Agency. If ratings mattered, it would vastly improve the entire experience of the Madden Connected Franchise mode. More so than perfect commentary, perfect graphics, weekly prep, or even a highly desired half-time show.

Until this happens, CFM cannot function as a SIM Mode.

Imagine you draft a guy with 5 confidence, but 1 personality, and he doesn't mesh with his teammates, he'd have to get into a certain system to reach his maximum potential, where everyone is one his side, or a cast around him that is similar.

Imagine, you have ratings that are accurately transferred from the visual number, to the physical on the field. A rating system that is simple percentages. They are over-complicating the process, and a lot of ratings are over shadowed.

Here's my Theory:

Make all ratings a percentage between 1-99, if you have a QB with 95 Throw Power, make him be able to thrown 95% of the possible throwing length (wether it me 80 yards, 70, 65 yards etc.) Whatever the MAX Throwing Distance is, he should be able to the said percentage. Colt McCoy, at a 40% throwing power can only cover 40% of that field length, anything beyond should be short, or off-target.

As for most attributes it'd be an if-then scenario of basic math. A WR with 37 Catch should drop almost 60% of his targets, this would be someone very low on the depth chart, if even on the team.

If there I have a top flight CB with 98 Man Coverage, it should mean that in 98% of his snaps, he will be tight with his man, this percentage could be per season or per game.

If I have a RB with 60 CAR and 80 TRK, every game he should have a 40% chance at fumbling the ball, while having an 80% chance to brute his way through a defender.

If the ratings tied, it would literally just be a 50-50 toss up, hopefully based on position, momentum, and clear physics. If I have AP and Luke Keuchly one on one in open field, positioning, momentum would be the only factor at that point (If the Breaking Tackles and Tackling rating were even)

As for OVERALL, it would still be a percentage. Being an 80 overall, would mean that you are in the top 1/5 of the league. If you are a 50 OVR you are probably a tweener just struggling to have a spot as a backup, or worse. If you are 25-30% or lower you are fighting for your spot through Practice, Special Teams, and barely making the team year to year. Some teams probably have 50s and 60s on their teams as starters, due to lack of talent. For example, the Browns' running backs and QBs last year, all were probably backups on most other teams, therefore the team would take heavily consider signing an improvement at each position sometime in the off-season (As they did).

This would clearly separate Cam Newton and Matt Cassell. Patrick Willis and Stewart Bradley. Vince Wilfork and Mike Patterson. Calvin Johnson and James Hardy. We don't even have to be that drastic, what if we were splitting hairs between someone like Darren McFadden and MJD, or Matt Stafford and Matt Ryan. Maybe its Patrick Peterson and Vontae Davis you're comparing, they'd both be good, but certain ratings would probably separate them entirely. If you find that you prefer a stronger QB, and Stafford has the strength, but Ryan has more accuracy, would it tip your scales to lean towards someone a bit stronger?

The confidence rating will make or break a player, if you draft a player that has a 1 confidence, maybe he will progress slower, he won't get off the edge as fast, or break on a ball quickly, maybe he will alligator arm a pass, or go down easier as a ball carrier.

The Personality rating will matter as well, if you have a big personality guy, that doesn't back it up, maybe his overall goes down, or teams don't look to obtain him because of his character issue. Or If there is someone that has high personality, and high skill, that make owners clamor to sign him, to sell jerseys, and boost the entire team's confidence by having such a statement player on their team.

With the new rating system, injuries are more devastating, off-season is more strategical, and important, and game play is that much better, finding mis-matches and knowing your team's strengths and or, liabilities.

Lastly, hide all player ratings. Go off of college stats, in detail, combines, pro-days, and rely on your scouts to tell you specific info/player comparisons. This would widely change the hit or miss unpredictability of the draft, and you'll have to go on pure GUT feeling with a lot of guys. If there's a WR that ran a 4.40, at 6'3 220 but led CFB in drops and fumbles, maybe he's not the guy to draft, or he's a project player for the later rounds. Something like that would be quite entertaining, wouldn't it?

Until something of this nature is produced, Franchise mode will continue to be stale. The Owner Mode, the Highlight shows, the non-gameplay features will be all for not, without proper ratings.
 


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