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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
# 461 angels28 @ 08/26/14 08:30 AM
Last night I ran 2 simulated seasons. I set all teams with "vertical offense"schemes and different playbooks

SD, NO, DENVER, ATL, CHI, PITT, GB, and DAL all had "pass balance"

SEATTLE, AZ, CINN, CAR, TENN, KC, PHIL, NE, IND, MIA, MINN, STL , JAX, BALT, HOUS, DET and WASH ran " balance"

NYJ, CLEV, TB, NYG, BUF, OAK, SF ran " run balance"

Couldn't do screen shots- sorry

5,495- Rodgers
5456- Matt Ryan
5097- P manning
5001- Romo

11-4,000 yd passers( Brady, dalton, stafford, Wilson)
13-3,500 yd passers ( Newton, flacco, Palmer,)
4- 3,000 yd passers( bridgewater, Fitzpatrick, manzeil)

TDs

49- Rodgers
42- Ryan
41- p manning
39- Brees
36- Brady
31-romo
30-cutler
30- rivers
26- Wilson
24- dalton
25- foles
28- stafford


Will post rbs soon- need to get kids to school
 
# 462 Beardown @ 08/26/14 08:37 AM
Quote:
Originally Posted by angels28
Last night I ran 2 simulated seasons. I set all teams with "vertical offense"schemes and different playbooks
Angels do you have injuries off while doing these sims?
 
# 463 StefJoeHalt @ 08/26/14 08:45 AM
Quote:
Originally Posted by angels28
Last night I ran 2 simulated seasons. I set all teams with "vertical offense"schemes and different playbooks



SD, NO, DENVER, ATL, CHI, PITT, GB, and DAL all had "pass balance"



SEATTLE, AZ, CINN, CAR, TENN, KC, PHIL, NE, IND, MIA, MINN, STL , JAX, BALT, HOUS, DET and WASH ran " balance"



NYJ, CLEV, TB, NYG, BUF, OAK, SF ran " run balance"



Couldn't do screen shots- sorry



5,495- Rodgers

5456- Matt Ryan

5097- P manning

5001- Romo



11-4,000 yd passers( Brady, dalton, stafford, Wilson)

13-3,500 yd passers ( Newton, flacco, Palmer,)

4- 3,000 yd passers( bridgewater, Fitzpatrick, manzeil)



TDs



49- Rodgers

42- Ryan

41- p manning

39- Brees

36- Brady

31-romo

30-cutler

30- rivers

26- Wilson

24- dalton

25- foles

28- stafford





Will post rbs soon- need to get kids to school

I hope EA gets the spelling of ur name right and correct address for payment..lol..anyway..so Angel, it appears to be playbook based issue? Or both playbook and schemes?

Edit: are sack totals worse?


Sent from my iPhone using Tapatalk
 
# 464 jets0610 @ 08/26/14 09:24 AM
Anyone try these yet for '15???
 
# 465 Mauer4MVP @ 08/26/14 09:29 AM
Has anyone sent this to Looman?

Thanks Angel! Great work!
 
# 466 Cowboy008 @ 08/26/14 09:29 AM
Quote:
Originally Posted by angels28
Last night I ran 2 simulated seasons. I set all teams with "vertical offense"schemes and different playbooks

SD, NO, DENVER, ATL, CHI, PITT, GB, and DAL all had "pass balance"

SEATTLE, AZ, CINN, CAR, TENN, KC, PHIL, NE, IND, MIA, MINN, STL , JAX, BALT, HOUS, DET and WASH ran " balance"

NYJ, CLEV, TB, NYG, BUF, OAK, SF ran " run balance"

Couldn't do screen shots- sorry

5,495- Rodgers
5456- Matt Ryan
5097- P manning
5001- Romo

11-4,000 yd passers( Brady, dalton, stafford, Wilson)
13-3,500 yd passers ( Newton, flacco, Palmer,)
4- 3,000 yd passers( bridgewater, Fitzpatrick, manzeil)

TDs

49- Rodgers
42- Ryan
41- p manning
39- Brees
36- Brady
31-romo
30-cutler
30- rivers
26- Wilson
24- dalton
25- foles
28- stafford


Will post rbs soon- need to get kids to school
Looks a lot better.
 
# 467 Mbalmer @ 08/26/14 09:35 AM
Looking better Angel. How are RB and WR stats looking?

Also, what quarter is the sim on. (Is that an option in Madden)
 
# 468 StefJoeHalt @ 08/26/14 09:43 AM
Quote:
Originally Posted by Mauer4MVP
Has anyone sent this to Looman?

Thanks Angel! Great work!

CM Hooe copied a tweet from him saying they were "looking into it"..he is also MIA from tweeter since that post


Sent from my iPhone using Tapatalk
 
# 469 CM Hooe @ 08/26/14 09:43 AM
Quote:
Originally Posted by 12
Simple question... How does this make it past testing? Especially when it's been such a vocal complaint throughout the years? I'm not flaming EA in the least, but it's a fair and simple question.
This keeps coming up, I'll try my best to offer an answer.

One, compared to any feature adds (ex. game prep) or wholesale adjustments (randomized draft classes) to CFM this year, simulated game statistics is probably a low-priority issue on the totem pole of potential issues. It was assumed "working" so it was probably left either untouched or only minimally updated compared to any other portion of the game.

Two, the issues with CFM simulated stats don't crash the game or corrupt a game save to where it is entirely unplayable (i.e it cannot be loaded or retrieved from the server at all whatsoever). That automatically makes sim game stats issues a lower priority than any potential game-crashing bug with respect to what gets a developer's attention.

Three, it doesn't _appear_ to have a great effect on the long-term progression of quarterbacks in the mode. Going off the X360 Season Ticket version of Madden 15, I ran a simulation of about ten seasons on account of this issue without making any adjustments. The stats were lower, yes, but there were still plenty of highly-rated QBs in the league.

Four, it's very possible that EA Austin already knew there was an issue with simulated stats before shipping. However, knowing about a bug doesn't magically create time to fix it before launch; Madden was always going to ship on 8/26 regardless of any other issues which might come up; any low-priority non-game-crashing bugs that they knew about late in the cycle automatically get de-escalated compared to anything that is deemed higher-priority or found to crash the game, corrupt a game save file to where it cannot be loaded, or what have you.

This speculation is based on my experience crunching on video games I've had drop-dead dates working on; we've shipped games with known bugs in them that we knew about but there was no time to fix them prior to our scheduled launch, so we had to use title updates to correct those issues.
 
# 470 Deflo_ @ 08/26/14 09:48 AM
Quote:
Originally Posted by CM Hooe
This keeps coming up, I'll try my best to offer an answer.

One, compared to any feature adds (ex. game prep) or wholesale adjustments (randomized draft classes) to CFM this year, simulated game statistics is probably a low-priority issue on the totem pole of potential issues. It was assumed "working" so it was probably left either untouched or only minimally updated compared to any other portion of the game.

Two, the issues with CFM simulated stats don't crash the game or corrupt a game save to where it is entirely unplayable (i.e it cannot be loaded or retrieved from the server at all whatsoever). That automatically makes sim game stats issues a lower priority than any potential game-crashing bug with respect to what gets a developer's attention.

Three, it doesn't _appear_ to have a great effect on the long-term progression of quarterbacks in the mode. Going off the X360 Season Ticket version of Madden 15, I ran a simulation of about ten seasons on account of this issue without making any adjustments. The stats were lower, yes, but there were still plenty of highly-rated QBs in the league.

Four, it's very possible that EA Austin already knew there was an issue with simulated stats before shipping. However, knowing about a bug doesn't magically create time to fix it before launch; Madden was always going to ship on 8/26 regardless of any other issues which might come up; any low-priority non-game-crashing bugs that they knew about late in the cycle automatically get de-escalated compared to anything that is deemed higher-priority or found to crash the game, corrupt a game save file to where it cannot be loaded, or what have you.

This speculation is based on my experience crunching on video games I've had drop-dead dates working on; we've shipped games with known bugs in them that we knew about but there was no time to fix them prior to our scheduled launch, so we had to use title updates to correct those issues.
Good post. I've heard mixed complaints over progression/regression due to inaccurate stats. I guess I will have to run a sim for myself to see if it is playable for me personally.
 
# 471 Yeah...THAT Guy @ 08/26/14 09:53 AM
Quote:
Originally Posted by drewdavi
Good post. I've heard mixed complaints over progression/regression due to inaccurate stats. I guess I will have to run a sim for myself to see if it is playable for me personally.
The number of highly rated QBs is remarkably good with these low stats. Probably better than I've seen in any other version of the game in quite a long time. The issue is that there are drastic changes. Matt Ryan being a 63 after a couple years while a rookie from the first Madden Draft Class being a 95 after 2 or 3 seasons.

^^^ At least this is what I've taken away from what others have said. I'm picking up my copy today and then I'll probably start looking into some different things.

Edit: Unfortunately, it sounds like there's far too many 95+ defensive players once you simulate a couple years, likely because of the crazy number of sacks.
 
# 472 lopey986 @ 08/26/14 10:03 AM
Quote:
Originally Posted by CM Hooe
This was specifically mentioned by Josh Looman as fixed in a video interview with Tradition Sports or VSN, I forget which but one of the two. The interview was released with the CFM info drop.

Beyond that, let's keep the thread on-topic of the simulation stats discussion please. Thanks.
Didn't Looman specifically mention they fixed Sim stats as well? I think we should probably assume whatever comes out of his mouth has a 50/50 shot at being right at this point. I wonder how much he is actually involved in the programming of the game? At this point he seems to just be a mouthpiece for madden and their "awesome" features.
 
# 473 Cowboy008 @ 08/26/14 10:05 AM
So in order to change the coaches schemes I have to control 32 teams? Will I still be able to just play as one team and let the CPU handle the others? Will they also do trades or is that something I would have to do?
 
# 474 CM Hooe @ 08/26/14 10:28 AM
Quote:
Originally Posted by lopey986
Didn't Looman specifically mention they fixed Sim stats as well? I think we should probably assume whatever comes out of his mouth has a 50/50 shot at being right at this point. I wonder how much he is actually involved in the programming of the game? At this point he seems to just be a mouthpiece for madden and their "awesome" features.
We should assume that EA Austin made a good-faith effort to fix it if they specifically mentioned a long-time bug and called it fix. If it isn't fixed, well, they're human after all, and it's a video game so it's not the end of the world and no one should be crucified over it.

Looman himself is a lead designer, not a programmer, so his day-to-day responsibilities building and maintaining the code base are probably limited. However, that doesn't mean he lacks programming knowledge. Designers wear many hats at game studios.
 
# 475 CM Hooe @ 08/26/14 10:32 AM
Quote:
Originally Posted by Cowboy008
So in order to change the coaches schemes I have to control 32 teams? Will I still be able to just play as one team and let the CPU handle the others? Will they also do trades or is that something I would have to do?
When creating coach characters for a 32-user offline CFM, you can set up most roster management tasks - fill roster, offseason free agent signing, depth chart reordering - to be performed by the CPU.

The draft is likely going to be something you have to button through (though you can delegate individual picks to the CPU), and trades won't happen in a 32-user setting unless you force them to happen.

What one might do is "retire" the created coach characters right as the offseason starts (after resetting their team scheme settings back to the default values) to give the AI full control of its roster management. Retiring an existing coach character does not remove him from the game; i.e. if my character is Jason Garrett and I retire him, Jason Garrett remains in the game save and remains the head coach of the Cowboys, but I lose control of him and can no longer perform any roster moves as the Cowboys.
 
# 476 Jm0ney2001 @ 08/26/14 10:33 AM
Can you regain control of them for the next season?
 
# 477 TexInOrd @ 08/26/14 10:37 AM
Quote:
Originally Posted by CM Hooe
We should assume that EA Austin made a good-faith effort to fix it if they specifically mentioned a long-time bug and called it fix. If it isn't fixed, well, they're human after all, and it's a video game so it's not the end of the world and no one should be crucified over it.



Looman himself is a lead designer, not a programmer, so his day-to-day responsibilities building and maintaining the code base are probably limited. However, that doesn't mean he lacks programming knowledge. Designers wear many hats at game studios.

So a lead designer at a major studio, making millions off of madden, promises to fix a known legacy issue that has plagued the game for years, that with this years confidence/progression/regression system causes every single off line cfm players game to be unplayable, and we just appreciate the good faith effort and hope next year when we clonk down 60$ that we didn't get fooled again?

Oi.
 
# 478 CM Hooe @ 08/26/14 10:38 AM
Quote:
Originally Posted by Jm0ney2001
Can you regain control of them for the next season?
I don't see why not, just create a new character and take over that same AI head coach again.

Probably worth testing but I'm fairly certain that nothing prevents you from taking control back from the AI at your discretion via creating new characters.
 
# 479 Yeah...THAT Guy @ 08/26/14 10:43 AM
Quote:
Originally Posted by CM Hooe
When creating coach characters for a 32-user offline CFM, you can set up most roster management tasks - fill roster, offseason free agent signing, depth chart reordering - to be performed by the CPU.

The draft is likely going to be something you have to button through (though you can delegate individual picks to the CPU), and trades won't happen in a 32-user setting unless you force them to happen.

What one might do is "retire" the created coach characters right as the offseason starts (after resetting their team scheme settings back to the default values) to give the AI full control of its roster management. Retiring an existing coach character does not remove him from the game; i.e. if my character is Jason Garrett and I retire him, Jason Garrett remains in the game save and remains the head coach of the Cowboys, but I lose control of him and can no longer perform any roster moves as the Cowboys.
Are you saying you think we could theoretically set up their scheme and playbook, retire them, and then it will theoretically save the scheme and playbook to them while allowing us to go back to just controlling one team?

I might have to try to test this out whenever I get home after work.
 
# 480 CM Hooe @ 08/26/14 10:45 AM
Quote:
Originally Posted by Yeah...THAT Guy
Are you saying you think we could theoretically set up their scheme and playbook, retire them, and then it will theoretically save the scheme and playbook to them while allowing us to go back to just controlling one team?

I might have to try to test this out whenever I get home after work.
I wasn't even thinking of saving the changes, actually, but that is absolutely worth a shot. Do let us know what you find!
 


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