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Madden NFL 15 News Post



EA Sports released a plethora fresh new details of connected franchise today, with big changes coming to the mode and how it will work this year. You can check out the full details here.

Here are some highlights:
  • Confidence is new this year, and replaces hot and cold streaks. Really high or really low confidence is going to affect player ratings, all players start at a neutral 50 confidence level.
  • Game prep will allow you to earn XP or increase player confidence from week to week, allowing you to practically choose whether you are a rah-rah coach or a down to business type of coach.
  • CPU teams have extensive logic that determines what they work on every week. Bad teams will focus mostly on developing their players, while contenders will focus on confidence first and then earn XP if confidence isn’t an issue.
  • Free agents now take much more than money into account when deciding to sign with you or not. Playing time, scheme, your coaching prestige and more will be factors.
  • Draft classes are now random.
  • Owner Mode is now much more challenging when it comes to making a profit, and teams with older stadiums in smaller markets may be better off building new stadiums or relocating altogether.
  • You can now sim to points in the season, with an option to actually sim 10 years into the future.
  • New screen to see how players progress/regress.
  • Relocations are tuned way down and can be turned off.
  • You can now fire your head coach during the season.
  • The simulation engine now includes things like consistency, confidence and development. In Madden 15, young players with great development traits will have slightly better “simmed” stats than normal. This allows great young players to progress quickly and become stars in the league.
What do you think of the additions to the mode this year?

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Member Comments
# 421 JaymeeAwesome @ 08/10/14 01:56 PM
Quote:
Originally Posted by Gg63286
sorry if this questions already been asked, i searched but didn't find anything... I havent bought madden in a couple years and a buddy of mine told me that you can no longer do fantasy drafts offline? Me and a couple buddies like to do offline fantasy draft franchise where we each get our own team. If anyone has any info or could point me in the right direction the help would be very appreciated.

Fantasy drafts are in. It was Madden 13 that half way through the year threw it into online play only.
 
# 422 Sheba2011 @ 08/10/14 02:10 PM
Quote:
Originally Posted by bucky60
Well, I found that players that didn't fit my scheme, fit my scheme. The game told me they didn't fit my scheme, but they were very productive. So I just don't see how scheme is really meaningful the way it is currently set up.

If my non scheme guys are performing just as well as the players that fit the scheme, what difference does it really make the way it's currently implemented.
We all get it by now you hate everything about CFM especially schemes and the XP.
 
# 423 chargerfan4life21 @ 08/10/14 02:17 PM
Have they said anything about fixing the sim stats for qb's? I don't want to see Tom Brady finishing the season with a 65 quarterback rating with 17 td's and 23 int's again
 
# 424 ryan36 @ 08/10/14 02:19 PM
I'm with Bucky on this. Schemes that change OVR drastically , but have little impact on how the player does on the field just confuse me. I know it's a video game, just tell me how good the players are in a neutral environment.
 
# 425 ggsimmonds @ 08/10/14 02:58 PM
Quote:
Originally Posted by ryan36
I'm with Bucky on this. Schemes that change OVR drastically , but have little impact on how the player does on the field just confuse me. I know it's a video game, just tell me how good the players are in a neutral environment.

Because it is not that simple. Suggs is a outside linebacker. So how good of a outside linebacker is he? Well that depends, if the defense is a 3-4 he is one of the best. But if you were running a 4-3 Tampa 2 defense he would be terrible.
 
# 426 oneamongthefence @ 08/10/14 03:18 PM
Quote:
Originally Posted by ryan36
I'm with Bucky on this. Schemes that change OVR drastically , but have little impact on how the player does on the field just confuse me. I know it's a video game, just tell me how good the players are in a neutral environment.
The point of schemes for the user is so you can see what players you want. If you prefer pass rush defensive ends they filter to the top. If you prefer run stopping though you can change it to that too. You wouldn't want most 3-4 ends to rush. So you want those guys lower down on the FA list. Its just based on personal preference. On defense it definitely matters more mostly with the d-line and linebackers since 3-4 are completely different than 4-3 defenses. And having the wrong personnel will definitely affect your performance or at least it should.
 
# 427 Grey_Osprey @ 08/10/14 03:19 PM
As far as schemes go, I like the concept, but I think it needs some work as far as the players and scheme settings are concerned. Is it possible there are bugs in it that they never worked out?

I have had players with a certain scheme that when I change my scheme to match theirs, their OVR went down. That's a little confusing to me. And in my current Chargers franchise, they are listed as a 4-3 defense. I have a 4-3 defense selected, but I STILL have 2 MLB's in the scheme settings. ?

And my biggest frustration with schemes is the CPU not changing their schemes to match their personnel, or change their player positions to better suit the player. Their was a player in my Chargers franchise that was listed as a DE, but changing him to any DT saw his OVR jump into upper 70's or low 80's.
 
# 428 Skyboxer @ 08/10/14 03:21 PM
Quote:
Originally Posted by bucky60
I don't like XP, but I like the idea of incorporating schemes if they are somewhat realistic and have a meaningful purpose.
Ditto.
Personally I hate XP as well as ratings.
My wish is to one day have a game where there are no visible ratings other than the ones that are measurable from physical motions.
Strength, speed, accel etc...

The other things like catch in traffic, fumbling, awareness etc... I want to come from what we see on the field through a robust combine, training camp and pre season.
Give us that and I'd venture to say anyone would think preseason is a waste.

Let me and my coaching staff earn our money.

#HideTheRatings
 
# 429 oneamongthefence @ 08/10/14 03:44 PM
Quote:
Originally Posted by ggsimmonds
Because it is not that simple. Suggs is a outside linebacker. So how good of a outside linebacker is he? Well that depends, if the defense is a 3-4 he is one of the best. But if you were running a 4-3 Tampa 2 defense he would be terrible.
Then that's a ratings issue I would think.
 
# 430 Sheba2011 @ 08/10/14 03:45 PM
Quote:
Originally Posted by Skyboxer
Ditto.
Personally I hate XP as well as ratings.
My wish is to one day have a game where there are no visible ratings other than the ones that are measurable from physical motions.
Strength, speed, accel etc...

The other things like catch in traffic, fumbling, awareness etc... I want to come from what we see on the field through a robust combine, training camp and pre season.
Give us that and I'd venture to say anyone would think preseason is a waste.

Let me and my couching staff earn our money.

#HideTheRatings
I think ratings have run their course, it's a feature that hasn't changed since some of the first sports games were released nearly 3 decades ago. You would need more than just a combine though, you would need scouting reports on players both pro and college to fill in some of the gaps.
 
# 431 charter04 @ 08/10/14 04:10 PM
Quote:
Originally Posted by bucky60
You would need some way to quantify the non physical attributes. I like to think of them as actual hidden ratings vs perceived shown ratings. However you display the non physical attributes, it should have some degree of error. I would incorporate a coaching staff, GM and scouts with evaluation ratings. The better they are at evaluating the more accurate the perceived shown ratings are. It could be a range, or a letter grade from the accumulation of scouting reports or whatever. But I'm with you that the only true accurate ratings should be the physical ratings. And those can be shown as 40 times, cone drills etc.

But I really like where you are going with this sky.

I would love this too. I know there would still be ratings of some sort but, they would be hidden. Even AP2k08 had hidden ratings but, I would love if our coaches and scouts gave us scouting reports. Even they use ratings but it's 0-5 scale. That way we would know the physical attributes like 40 time, 10 yard splits and whatever but also have how or coaching staff and scouts grade a player in our system. We could give them things we value like FB IQ or raw physical skill that are the things we value most.

There is so much potential with a better system. I'm afraid EA wants to keep it simple though. Have you heard how a typical Madden fan talks about the game. All this real stuff might confuse the heck out of them. Lol
 
# 432 Skyboxer @ 08/10/14 04:20 PM
Quote:
Originally Posted by bucky60
You would need some way to quantify the non physical attributes. I like to think of them as actual hidden ratings vs perceived shown ratings. However you display the non physical attributes, it should have some degree of error. I would incorporate a coaching staff, GM and scouts with evaluation ratings. The better they are at evaluating the more accurate the perceived shown ratings are. It could be a range, or a letter grade from the accumulation of scouting reports or whatever. But I'm with you that the only true accurate ratings should be the physical ratings. And those can be shown as 40 times, cone drills etc.

But I really like where you are going with this sky.
Yeah I'm saying hide them at the least.
 
# 433 Cowboy008 @ 08/10/14 05:06 PM
I figured I would ask this in here. When I get the game I plan on putting it to where only human controlled teams are allowed to relocate. If I do that will CPU teams still rebuild their stadiums?
 
# 434 lopey986 @ 08/10/14 09:51 PM
Quote:
Originally Posted by ggsimmonds
Because it is not that simple. Suggs is a outside linebacker. So how good of a outside linebacker is he? Well that depends, if the defense is a 3-4 he is one of the best. But if you were running a 4-3 Tampa 2 defense he would be terrible.
See, I'm not sure I really buy this. He might struggle at first with adapting to a different scheme, but I don't buy that he'd be terrible. On top of that, a ton of teams basically run hybrid defenses anyway where they sub personnel so much to fit what they want to do in a certain situation.

I'm fine if you want to ding guys a bit for playing out of scheme, especially some of those borderline starters who are 70 overall and might be good in one scheme and bad in another. I just don't see why JJ Watt should drop 25 overall based on scheme, the guy is good enough he would adapt. And I don't want to see **** guys like Devin Hester jumping 20 overall because of a scheme and leading the NFL in receiving during simulation.
 
# 435 ggsimmonds @ 08/10/14 11:03 PM
Quote:
Originally Posted by lopey986
See, I'm not sure I really buy this. He might struggle at first with adapting to a different scheme, but I don't buy that he'd be terrible. On top of that, a ton of teams basically run hybrid defenses anyway where they sub personnel so much to fit what they want to do in a certain situation.

I'm fine if you want to ding guys a bit for playing out of scheme, especially some of those borderline starters who are 70 overall and might be good in one scheme and bad in another. I just don't see why JJ Watt should drop 25 overall based on scheme, the guy is good enough he would adapt. And I don't want to see **** guys like Devin Hester jumping 20 overall because of a scheme and leading the NFL in receiving during simulation.
Addressing Suggs, I've watched the all-22 footage of him in coverage and trust me if anyone were to try to convert him to a Tampa 2 linebacker it would end horribly. A different skillset is required.

To the issue of JJ, my guess is that if you set your player type to speed rusher his overall would take a healthy dip. I understand that because he is not a speed rusher. But I also know that no GM would pass on Watt because they have to have a pure speed rusher.

You are right about Hester. If scheme overall does affect the simulation engine EA needs to make it so that it does not. That is my only gripe.

But once again they should not drop guys for playing out of scheme. That is ridiculous. Lets say I have my scheme set to West Coast offense. Lets also assume I struggle in the red zone so I go out and find me a decent Red Zone Threat WR who has their scheme set to Power Run. I think Anquan Boldin fits those parameters. Well if I sign Q he would be playing out of scheme. You think he should suffer a ratings hit?

Actually I would go the other way and say remove the scheme from player and just go with player type.
 
# 436 Sheba2011 @ 08/11/14 02:13 AM
Quote:
Originally Posted by lopey986
See, I'm not sure I really buy this. He might struggle at first with adapting to a different scheme, but I don't buy that he'd be terrible. On top of that, a ton of teams basically run hybrid defenses anyway where they sub personnel so much to fit what they want to do in a certain situation.

I'm fine if you want to ding guys a bit for playing out of scheme, especially some of those borderline starters who are 70 overall and might be good in one scheme and bad in another. I just don't see why JJ Watt should drop 25 overall based on scheme, the guy is good enough he would adapt. And I don't want to see **** guys like Devin Hester jumping 20 overall because of a scheme and leading the NFL in receiving during simulation.
I don't know if he would be terrible but he wouldn't be one of the best at his position. Let's look at it from another position. Kyle Arrington for the Patriots is a very good slot CB, when he plays on the inside he is shut down, when they move him to the outside and he plays out of position he is one of the worst CB's in the NFL due to lack of his speed. Madden schemes should have something to reflect guys playing out of position but often times it doesn't. Just like I can line Wes Welker up at X receiver and he plays the same. That was the main problem with schemes, while they did help you to organize your roster and find free agents they had no real effect on the game.
 
# 437 Dbsmith22 @ 08/11/14 11:55 AM
Wondering if you all have any rules for your CFM leagues such a limiting trades or not allowing trading for picks. I'm a new commish looking for some rules to implant in our 2nd year CFM to prevent cpu teams from being terrible after 2 years
 
# 438 Bull_Dozer @ 08/11/14 12:11 PM
Quote:
Originally Posted by Cre8
Never had my question answered on the broadcast. Does anyone know if the game prep/training of players will have different point gains depending on your difficulty settings?
Basically, why bother playing the training sessions on All Madden if you can do it on Rookie for the same amount of XP?
Because that's just cheating yourself.

You could ask why bother playing CFM with default rosters when you can do custom rosters and have all your players 99 overall? You can do that, but who would find that fun?
 
# 439 ColtsFan86 @ 08/11/14 02:51 PM
Im not understanding some ppls reasons for wanting to edit players ratings. Because i feel if your raising the ratings your cheating yourself out of a challenge,an besides maybe beating the computer in CFM this in no way makes u a better Madden player nor in my opinion make the game better because u cant change a rating. Someone please help me understand .
 
# 440 ColtsFan86 @ 08/11/14 02:54 PM
Im not understanding some ppls reasons for wanting to edit players ratings. Because i feel if your raising the ratings your cheating yourself out of a challenge,an besides maybe beating the computer in CFM this in no way makes u a better Madden player nor in my opinion does it make the game better because u can change a rating. Someone please help me understand .
 


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