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Madden NFL 16 News Post


EA Sports has just released Madden NFL 16 Connected Franchise details. Players can choose between offline and cloud saves. With cloud saves, you can advance weeks faster and access the league online and invite friends. The blog details confidence tuning, free practice, combine stats, scouting and much more.

Below are some of the new details in Madden NFL 16 Connected Franchise, click here to read the entire blog.

DYNAMIC DRIVE GOALS
Each new drive contains a Drive Goal that can be completed for bonus XP and/or Confidence.

Specific goals are tailored based on events in the current game to give players a unique challenge each and every game.

Dynamic Drive Goals truly influence the way you play. The more goals you complete, the faster your players improve.

POST-PLAY GOAL FEEDBACK
The team listened to fan feedback and made it easier for players to see which goals have been completed in-game. This year, players will now see goal feedback throughout the mode.

XP and Confidence updates appear next to your player at the end of each play. A new ticker at the bottom of the screen tracks goal progress and shows updates to all the goals influenced that play.

Players will also notice new broadcast interface elements that celebrate completing goals. This adds up to a groundbreaking broadcast experience for Connected Franchise.

WEEKLY GOALS
Weekly goals have been refactored from the ground up by implementing a new quest-like system that chains goals together week to week. These goals are assigned based on performance, position, and career status and are both team-based and individual.

For example, a “Breakout Running Back” goal may be triggered for rookie running backs that are having a great season.

As goals are completed or missed, player confidence will fluctuate. Some focus on negative stats such as fumbles and interceptions, and are tied to regression.

GOAL LOADING SCREENS
New goal loading screens allow players to maximize goal completion. Completing these goals during the game will give you additional XP and/or Confidence that helps players perform better on the field.

THINGS TO DO
The Connected Franchise Hub is more streamlined, and players can find what they need faster than ever.

It all starts on the consolidated Things to Do screen, which brings all the information from last year’s Actions and Home to one convenient location. Players can see where they stand in the season timeline, and how far they are from the Playoffs.

VISUAL TEAM DEPTH CHART
One major overhaul this year is the all-new Visual Team Depth Chart, which allows players to easily see each side of the ball and make adjustments.

Your depth chart is the heart and soul of your team, which is why we brought it to the forefront with the Team Panel. Simply drag and drop players to reorder the depth chart.

PLAYER CARD
Another big improvement is the new Player Card, which gives players an attribute breakdown without having to scroll left or right on a spreadsheet. This screen includes all the key position attributes for the player, and which attributes are being affected by Confidence.

Quickly perform key actions such as spending XP, viewing goals, adding to the trade block, and more.

NEW SCOUTING
Scouting has been reworked from the ground up in Madden NFL 16. Coaches and Owners will see a “Thing to Do” item in Week 3 that instructs how to Scout. The basic concept is that you’ll spend Scouting Points on a player, learn more about their abilities, and decide whether you want to select them in the upcoming NFL Draft.

Scouting Points unlock a player’s top three attributes, with the third unlock providing their true draft value. This true draft value will help teams find “Diamonds” and “Overvalued” players in the draft class.

Will you take a projected fifth-round pick with second-round skills in round two, or wait until later hoping that others don’t realize his potential? These are the types of decisions that come to life with the new true talent rating.

COMBINE STATS
Players can now access Combine Reports during NFL Combine Week, which includes a Combine Grade and results from six Combine events: 40-yard Dash, Vertical Jump, Broad Jump, 3 Cone, 20-yard Shuttle, and Bench Press. These results can be seen without spending any Scouting Points.

Combine Reports not only include results, but also how players stack up compared to others at their position. Will you draft the fastest running back in the class, or look for a well-rounded player?

DRAFT FEEDBACK
The Draft screen itself has received a visual overhaul, and now provides much-needed feedback right after selecting a player. You’ll immediately be able to see the player’s attributes and where he was ranked, which provides immediate feedback on whether or not you made a good pick.

MEMBERS LIST
New Members panels allow players to quickly interact with fellow league members in a Cloud Franchise. You can see their game status and whether they’re online.

Commissioners can toggle Auto Pilot, clear cap penalties, and remove them from the league.

SIM-A-WIN
League commissioners can influence wins by using the League Schedule. Sim-a-Win allows you to set the winning team for any game that has not been played.

This tool allows players to craft the season of their dreams, and also helps facilitate large multiplayer leagues.

FREE PRACTICE
Players voiced a desire to practice with their Franchise team, so the team went ahead and added Free Practice to Game Prep this year.

Coaches or Owners can take their team on the field to experiment by using Free Practice. When Game Prep is available during the week, Free Practice can also be used at no additional cost.

Free Practice is a great way to a look at how a team plays, and lets players stay ahead of the curve.

CONFIDENCE TUNING
Confidence has been greatly tuned in Madden NFL 16. We’ve decreased the amount that confidence changes for every player, and also adjusted the ratings per position that can go up or down, and how confidence impacts them.

A new Game Prep activity has been added to the preseason, which allows teams to improve their low confidence before the season begins. We’ve also increased the amount of time each team has in Game Prep every week.

OWNER MODE FINANCE TUNING
Small-market teams in older stadiums now have more money to spend into the offseason every year.

Game: Madden NFL 16Reader Score: 7/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 24 - View All
Madden NFL 16 Videos
Member Comments
# 1 SolidSquid @ 05/28/15 02:19 PM
"Dynamic Drive Goals truly influence the way you play. The more goals you complete, the faster your players improve."

This scares me
 
# 2 dougdeuce @ 05/28/15 02:19 PM
There's some neat stuff in here. The XP stuff does nothing for me, but the combine being added and what appears to be a simple "scout player" not one attribute is also very intriguing.
 
# 3 roadman @ 05/28/15 02:23 PM
Reorder depth chart, yes!!!!!!!!!!!!! Finally.

More info later as I read.

Nice, confidence tuning.

Also, like free practice and combine stats.

Interested in the new scouting features too.
 
# 4 SolidSquid @ 05/28/15 02:24 PM
Want to hear more about scouting, no mention of any free agency improvements, xp and grinding with goals like an RPG really bother me, wish we could change the progression system.
 
# 5 SolidSquid @ 05/28/15 02:27 PM
Quote:
Originally Posted by roadman
Reorder depth chart, yes!!!!!!!!!!!!! Finally.

More info later as I read.

Nice, confidence tuning.
Hopefully special teams depth charts were added.
 
# 6 LovejoyOTF @ 05/28/15 02:28 PM
i'm not usually one for big overreactions but lordy, what is THAT? a few things in there that i like, but that really should be a given every year, but what's the obsession with goals? still no depth added to the mode. and they've overhauled scouting by basically getting rid of scouting?

i usually err on the side of being overly complimentary of changes like this, but i'm just flat out disappointed at a first glance.
 
# 7 Hooe @ 05/28/15 02:28 PM
They have redone the user interface for managing players and depth charts. Bless their hearts. This is a big win for me.

Also looks like they've doubled down on XP and Confidence, which I didn't think was going away anytime soon and this just confirms that.

No mention of any new roster mechanics such as the practice squad is the thing I'm most disappointed about.
 
# 8 mestevo @ 05/28/15 02:29 PM
A lot to like here, looking forward to seeing more. Already can see how the game will be played differently with the dynamic goals and whatnot. Exciting.
 
# 9 jmurphy31 @ 05/28/15 02:32 PM
Looking at the depth chart picture, it doesnt seem as if you can have formation depth charts. It just lists offense, defense and specialist. it actually looks like they just reorganized what the screen looks like

I am also not a huge fan of the goal banners at the pop up at the top and run on the bottom of the screen. Hopefully it doesnt take away from the limited stat banners we have now.

Hopefully they are waiting to talk about presentation upgrades in CFM.
 
# 10 aholbert32 @ 05/28/15 02:35 PM
Quote:
Originally Posted by SolidSquid
Hopefully special teams depth charts were added.
I would love to see it but I doubt it. More likely will just be the KR/PR/K/P.

One thing that scares me with this change is where is the 3RB slot. Its not on the offense page of the chart. Because for some reason they wont add formation subs, I used the 3rb slot (along with fatigue) to get backup RBs more carries.

No formation subs. The depth chart stuff just looks like a visual overhaul and nothing that will matter gameplay wise.

Disappointing at first glance.
 
# 11 TDKing @ 05/28/15 02:35 PM
Sure hope I can turn off goal banners and the goal ticker on the bottom.
Did the community really request these banners ???
 
# 12 jmurphy31 @ 05/28/15 02:37 PM
Quote:
Originally Posted by aholbert32
I would love to see it but I doubt it. More likely will just be the KR/PR/K/P.

One thing that scares me with this change is where is the 3RB slot. Its not on the offense page of the chart. Because for some reason they wont add formation subs, I used the 3rb slot (along with fatigue) to get backup RBs more carries.

No formation subs. The depth chart stuff just looks like a visual overhaul and nothing that will matter gameplay wise.

Disappointing at first glance.
I wonder if this is under specialist? Hopefully it is because I use this function a lot..
 
# 13 cthurt @ 05/28/15 02:39 PM
I have one question/concern in the article they talk about being able to start playing faster, but I still dont know if they mean just getting on the field faster, or can I select multiple teams faster without it taking 30 mins to create 30 different profiles.
 
# 14 aholbert32 @ 05/28/15 02:40 PM
Quote:
Originally Posted by TheBuddyHobbs
Guys, before you get on the hype train. Let's see what they did with the gameplay, sliders, and penalties first. None of those features matter if we still have far too many legacy issues.
Lets stay on topic...last warning. This is about CFM not legacy issues.
 
# 15 jmurphy31 @ 05/28/15 02:41 PM
Here's a related article from game informer

http://www.gameinformer.com/games/ma...ampaign=buffer
 
# 16 scitychamps87 @ 05/28/15 02:41 PM
Although the goal thing may seem very casual....Sim fans will be able to make their own spin on it. I look at it like this...Coaches tell players what they need to do in particular situations or certain games. In fact, Bill Belichick is the king of situational coaching. If your guys execute what they need to do (goals) they play better in your system and grow as a player (confidence and XP). You can then use failures and these dynamic goal changes to make roster decisions concerning what guys to keep, what guys aren't meeting their expectations, etc...I think surprisingly this is a sim-improvement with some depth while also giving the casual fan some flashy new screens. I like it so far.
 
# 17 scitychamps87 @ 05/28/15 02:43 PM
Also, the finance improvements have me hyped. Finally, I can rebuild a team without going bankrupt.
 
# 18 SolidSquid @ 05/28/15 02:44 PM
Quote:
Originally Posted by scitychamps87
Although the goal thing may seem very casual....Sim fans will be able to make their own spin on it. I look at it like this...Coaches tell players what they need to do in particular situations or certain games. In fact, Bill Belichick is the king of situational coaching. If your guys execute what they need to do (goals) they play better in your system and grow as a player (confidence and XP). You can then use failures and these dynamic goal changes to make roster decisions concerning what guys to keep, what guys aren't meeting their expectations, etc...I think surprisingly this is a sim-improvement with some depth while also giving the casual fan some flashy new screens. I like it so far.
I see what you're saying but xp isn't sim, neither are banners that pop up saying Allen Robinson needs 25 receptions to meet his goal. I really wish he had an alternative to xp progression.
 
# 19 Hooe @ 05/28/15 02:47 PM
Quote:
Originally Posted by jmurphy31
Here's a related article from game informer

http://www.gameinformer.com/games/ma...ampaign=buffer
Quote:
Madden 16 does not include major changes to signing free agents or the available contact options. Elements missing in previous years like restricted free agents and the fifth-year option are not in the game.
Well that is unfortunate. Oh well.
 
# 20 scitychamps87 @ 05/28/15 02:47 PM
I see what you're saying too, but at least XP makes progression visible....An under the hood system can still have errors and on top of it, we'd have no idea how it worked. I understand it's not what I see on an NFL broadcast....that's true. It's not what I want...I want broadcast too..but I think the system as a whole of you put yourself in the right mindset is kind of cool.
 

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