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Madden NFL 15 News Post


Our friends at ESG have posted this Madden NFL 15 video that shows end of season stats, league leaders, awards, division standings, and more. They also simmed the playoffs and Super Bowl.

For those of you interested in simulated stats, check out the results and leave your thoughts.

Game: Madden NFL 15Reader Score: 6.5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 42 - View All
Madden NFL 15 Videos
Member Comments
# 241 LorenzoDC @ 08/22/14 01:29 PM
Quote:
Originally Posted by crenk
it is dead quiet on their end. No idea if you can read into that either way. Would be nice for them to tweet out a we hear you and are working on it but my guess is they dont know they can fix it. You have to think that they shipped this knowing it was broken. They do test the product and if any devs are football fans they saw this right away but simply couldnt get humpty dumpty back together again when they started tinkering.

I hear what you are saying about not letting it ruin the game and some out there say that it is crazy to not buy the game since the on the field stuff has improved so much. But as a CFM player it kills the reality. I dont play "play it now" modes because they are not part of a larger world. A game or two or ten may be fun to play but I am not gonna sit down and play hundreds of random games against the computer.
Yeah, this sounds right. I just can't fathom, though, how Josh Looman can talk about spending many of his own programming hours learning how to create new uniform designs for teams that may move, and yet this simulation train wreck is in the release day version of the game. Something is very wrong with the management of CFM development if all this is true.

These problems, if they are in fact real and in the game, ultimately kill CFM for all but 32 team CFM leagues where all teams are user controlled and all games are played rather than simmed.

Maybe there will be a patch or some comment from Tiburon at some point, probably a half fix, a half apology and a shrug.

¯\_(ツ)_/¯



 
# 242 fancyclaps @ 08/22/14 01:32 PM
Quote:
Originally Posted by tc020791
I don't think this has been mentioned yet but has anyone tested out Super Sim? If it works properly in CFM to get realistic stats then maybe at that point it will take your sliders into account since you're actually in the game. If you controlled all 32 teams instead of just simming to the next week you would have to start each game and then just super sim it. That might be a bit of a pain but could be a work around. Anyone think it's worth a shot?
I tried one supersim, 12 min QTRs....score was 57 - 50, each team had about 800 yards of offense and 70 pass attempts.

I play with 12 min quarters, but maybe I can try supersim with 7 min quarters? Idk, this is frustrating.
 
# 243 tc020791 @ 08/22/14 01:34 PM
Quote:
Originally Posted by fancyclaps
I tried one supersim, 12 min QTRs....score was 57 - 50, each team had about 800 yards of offense and 70 pass attempts.

That's good news. That means you can get higher numbers. So maybe the right length is 5-7 minutes. Was this without accelerated clock?
 
# 244 mcgriffi @ 08/22/14 01:36 PM
Quote:
Originally Posted by fancyclaps
I tried one supersim, 12 min QTRs....score was 57 - 50, each team had about 800 yards of offense and 70 pass attempts.
Oh no-not again. Come on at least fix Super sim so that we have a work around. Need 1st day patch to solve these sim issues-totally destroys immersion.
 
# 245 Daywalker3 @ 08/22/14 01:43 PM
Quote:
Originally Posted by mcgriffi
Oh no-not again. Come on at least fix Super sim so that we have a work around. Need 1st day patch to solve these sim issues-totally destroys immersion.
I mean if you're using that as a workaround, just set the quarters lower. No idea why they haven't fixed the play clock runoff between plays yet, but apparently it's not a priority. Just make it 6 min or whatever it needs to be in order to get ~120 or 130 (whatever you're shooting for) plays.
 
# 246 tc020791 @ 08/22/14 01:51 PM
So can someone super sim a few games with different teams in CFM on I guess 6 minute quarters with no run off and post the QB stats and what D they played. This would be much appreciated.
 
# 247 troy184 @ 08/22/14 01:59 PM
Just simmed 2 seasons myself....not only are stats messed up but it is also totally destroying the rosters. 2 years in and Philip Rivers is now the 3rd string QB for the Packers and Rothlesberger is now the 3rd string QB for the 49ers
 
# 248 LorenzoDC @ 08/22/14 02:04 PM
Quote:
Originally Posted by fancyclaps
I tried one supersim, 12 min QTRs....score was 57 - 50, each team had about 800 yards of offense and 70 pass attempts.

I play with 12 min quarters, but maybe I can try supersim with 7 min quarters? Idk, this is frustrating.
The whole sim engine looks utterly broken.
 
# 249 fancyclaps @ 08/22/14 02:13 PM
Quote:
Originally Posted by tc020791
So can someone super sim a few games with different teams in CFM on I guess 6 minute quarters with no run off and post the QB stats and what D they played. This would be much appreciated.
I'll definitely do this later tonight. I have about 3 hours left and if this doesn't sim properly I won't be buying until someone finds a work around.
 
# 250 troy184 @ 08/22/14 02:14 PM
5th season in....Matt Ryan is a free agent 63 OVR rating
 
# 251 kaletore11 @ 08/22/14 02:29 PM
I don't even know what to say...
 
# 252 tc020791 @ 08/22/14 02:34 PM
Quote:
Originally Posted by troy184
5th season in....Matt Ryan is a free agent 63 OVR rating

Looks like 32 team control again this year. It's kind of a pain but if the gameplay is as good as advertised it may be worth it.
 
# 253 CM Hooe @ 08/22/14 03:14 PM
I think it's premature to call progression "broken". The way progression has always worked in CFM is that if a player doesn't meet his Level 1 season goal, he regresses. If guys are meeting their season goals and regressing, then that's different, but the passing stats are low enough that I'd wouldn't be surprised if QBs were having trouble reaching their season TD or yardage thresholds (it depends on player style which one he has).

I obviously don't have the game yet, but I would assume that the regression is a consequence of poor simulation stats and not an independent issue altogether.
 
# 254 usaaaaaa @ 08/22/14 03:26 PM
Quote:
Originally Posted by CM Hooe
I think it's premature to call progression "broken". The way progression has always worked in CFM is that if a player doesn't meet his Level 1 season goal, he regresses. If guys are meeting their season goals and regressing, then that's different, but the passing stats are low enough that I'd wouldn't be surprised if QBs were having trouble reaching their season TD or yardage thresholds (it depends on player style which one he has).

I obviously don't have the game yet, but I would assume that the regression is a consequence of poor simulation stats and not an independent issue altogether.
The right way to put it would be saying the whole way the game goes about progression and regression is broken. It relies on simulated stats and when those simulation systems are broken, it breaks the progression/regression system. Not in the sense that it doesn't work at all, but in the sense that it isn't creating accurate or realistic progression/regression.
 
# 255 KingV2k3 @ 08/22/14 03:33 PM
Quote:
Originally Posted by CM Hooe
I obviously don't have the game yet, but I would assume that the regression is a consequence of poor simulation stats and not an independent issue altogether.
"Spitball" thought:

I've been following this issue (across a few threads) and it seems that every possible workaround has been tired except one:

Global edit boosts to QB Confidence rating...

The main issue with the sim engine are:

1) Low YPC (which leads to low total yardage)

2) Running the ball into the endzone (as opposed to passing it)

3) Low pass attempts versus rush attempts

4) Too many sacks taken

PERHAPS more "Confidence" would lead to more aggressive and successful QB play...

The "domino effect" would be less regression and fewer dodgy player movement issues

I'd look at the QB's whose stats / progression / regression are the most "realistic" and then use that as a base to determine a range to pull the rest into...

Failing that, doing 10% / 20% / 25% / 33% / etc. global boosts may work as well...

Since "Confidence" is the new feature, that's the first place I'd look...

Unfortunately, I'm away from the console until after Labor Day, but I figured I'd throw that out anyway...

Continued thanks for all the testing and info, gents!

 
# 256 jcmreds @ 08/22/14 03:36 PM
Looks like I'll be sticking with The Show, and waiting on 2K's NBA and WWE games.
 
# 257 Mauer4MVP @ 08/22/14 03:40 PM
Quote:
Originally Posted by KingV2k3
"Spitball" thought:

I've been following this issue (across a few threads) and it seems that every possible workaround has been tired except one:

Global edit boosts to QB Confidence rating...

The main issue with the sim engine are:

1) Low YPC (which leads to low total yardage)

2) Running the ball into the endzone (as opposed to passing it)

3) Low pass attempts versus rush attempts

4) Too many sacks taken

PERHAPS more "Confidence" would lead to more aggressive and successful QB play...

The "domino effect" would be less regression and fewer dodgy player movement issues

I'd look at the QB's whose stats / progression / regression are the most "realistic" and then use that as a base to determine a range to pull the rest into...

Failing that, doing 10% / 20% / 25% / 33% / etc. global boosts may work as well...

Since "Confidence" is the new feature, that's the first place I'd look...

Unfortunately, I'm away from the console until after Labor Day, but I figured I'd throw that out anyway...

Continued thanks for all the testing and info, gents!

I'll mess with that tonight. Not going to spend a ton of time, but I may do a global boost just to see what happens.
 
# 258 Knelltone @ 08/22/14 03:47 PM
guess i'll just play NBA 2k. Holding out hope for supersim shenanigans. It's about time all us CM offline player say **** you to madden, and refuse to buy the game untill improvements are at the very least attempted. or perhaps buying the game used would be good enough? Anyone know EA's profit margin for us buying games used?
 
# 259 scoonie05 @ 08/22/14 03:49 PM
Glad I don't simulate stats.....
 
# 260 Maverick09 @ 08/22/14 03:50 PM
I can't believe people still buy this game, and support EA Tiburon to put out this garbage. Compared to other sports titles, madden is an absolute disgrace. The game will always be garbage with Tiburon developing it; the management of that studio is completely incompetent.

They keep adding things (such as confidence, additional ratings) that further complicates the inner workings of CFM. The base game, without all these add-ons (progression, trade logic, some existing ratings), doesn't even work in it's own right (how many years has the sim engine not accurately represented the NFL?). The code in the game must be so tangled...

Thank you to all that have tested this beforehand. Saving my money, not getting it.
 


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