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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
# 261 michaelhalljr @ 06/06/15 02:23 PM
Quote:
Originally Posted by NoFlyZoneAzCards
I personally don't like sim I rather play every down every game lol
I'm the same way. Just thought about running a sim a win cfm, while also playing my 32 team control, play every game cfm.

Sent from my QMV7B using Tapatalk
 
# 262 NoFlyZoneAzCards @ 06/06/15 02:26 PM
Quote:
Originally Posted by michaelhalljr
I'm the same way. Just thought about running a sim a win cfm, while also playing my 32 team control, play every game cfm.

Sent from my QMV7B using Tapatalk
Gotcha yeah I don't think I have a enough time to control 32 teams lol rather just stick to my cardinals team definitely looking forward to some of the changes. Are these changes going to be the same on Xbox 360 or just Xbox one?
 
# 263 michaelhalljr @ 06/06/15 02:29 PM
Quote:
Originally Posted by NoFlyZoneAzCards
Gotcha yeah I don't think I have a enough time to control 32 teams lol rather just stick to my cardinals team definitely looking forward to some of the changes. Are these changes going to be the same on Xbox 360 or just Xbox one?
Unfortunately for me, I have plenty of free time for 32 team. I have a rare bleeding disorder that causes life threatening anemia, so I'm unable to work. So I have time to play quite a bit. I'm not sure what changes will be incorporated into both.

Sent from my QMV7B using Tapatalk
 
# 264 NoFlyZoneAzCards @ 06/06/15 02:32 PM
Quote:
Originally Posted by michaelhalljr
Unfortunately for me, I have plenty of free time for 32 team. I have a rare bleeding disorder that causes life threatening anemia, so I'm unable to work. So I have time to play quite a bit. I'm not sure what changes will be incorporated into both.

Sent from my QMV7B using Tapatalk
Oh wow I'm sorry to hear that im a stay at home dad I just Prefer one team
 
# 265 michaelhalljr @ 06/06/15 02:35 PM
I like the variety of teams to play with. I'd get too bored using the same team all the time. Seems every year I start up with Green Bay, but by week 7/8 I get bored.

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# 266 jmurphy31 @ 06/06/15 07:03 PM
Quote:
Originally Posted by Paul Heyman Guy
This is something I too am going to enjoy if it is indeed for offline as well. Not only have I wanted to do a CFM that keeps up with the real NFL, but with sim a win I can now make my own season, my own storylines, and really enjoy CFM, and 32 team control again.
Just curious how this works for you. Do you just sim every game so the team in real life wins wins in your cfm? Do you play any games? Just one team and keep all the others life like? Just play the playoffs?

Just wondering?
 
# 267 jpdavis82 @ 06/06/15 09:57 PM
Quote:
Originally Posted by jmurphy31
Just curious how this works for you. Do you just sim every game so the team in real life wins wins in your cfm? Do you play any games? Just one team and keep all the others life like? Just play the playoffs?

Just wondering?
For me, I would just play the matchups that I am interested in each week and play out the Playoffs alongside the real NFL Playoffs each week.
 
# 268 jpdavis82 @ 06/06/15 10:21 PM
Quote:
Originally Posted by zoom zoom
What we really need is an NFL Today mode, like 2K did with their baseball game that also let you play games whim real life applied to what you didn't play. That way, you not only get accurate standings, but the presentation also includes Rea stats.



The number of games and such made this harder to pull off in baseball, but I would be perfect in football.
The only thing is it would have to be called like NFL Weekly or something, I wouldn't want to only be able to play the games on Sunday/Monday/Thursday. If they set it up on Tuesday where you could play each week's games until the next Tuesday that would be awesome.
 
# 269 jmurphy31 @ 06/07/15 06:53 AM
Quote:
Originally Posted by jpdavis82
For me, I would just play the matchups that I am interested in each week and play out the Playoffs alongside the real NFL Playoffs each week.
But once you play games during each week, won't it screw up how it replicates real life. Say week 3 you play the Packers vs Seahawks. In real life the Seahawks win but in Madden the Packers win. The season will no longer be a carbon copy of real life.
 
# 270 BleedGreen710 @ 06/07/15 08:52 AM
Quote:
Originally Posted by Jwest85
I bet they still d̶o̶n̶t̶ ̶h̶a̶v̶e̶ haven't put back assistant coaches in the game
on my madden 04 franchise I can view and make changes to my coaching staff including my head coach, assistant coach, offensive & defensive coordinator, and even special teams coach.
 
# 271 michaelhalljr @ 06/07/15 11:07 AM
Quote:
Originally Posted by BleedGreen710
on my madden 04 franchise I can view and make changes to my coaching staff including my head coach, assistant coach, offensive & defensive coordinator, and even special teams coach.
What irritates me is now that we can fire in season, we don't have real coordinators. But back in 04 we did, but back then we couldn't fire in season!!! For once having the two together would be great!!

Sent from my QMV7B using Tapatalk
 
# 272 fballturkey @ 06/07/15 06:29 PM
Quote:
Originally Posted by jpdavis82
Did you feel like gameplay was improved from 25 to 15 and did they remove anything from 25 in 15? The answers to those questions for you will probably tell you what you need to know. The vision for this game is pretty much from 25 on and on next gen consoles, most of 25 and 15 was done with removing legacy issues and building for the future in mind. I think once people see m16 gameplay they will start to catch the vision, even if it's not fully where we would like it yet, a lot of work has been done and 16 is the first next gen title to get a full dev cycle time to develop it.
That sounds great, but like I said, nothing EA or the Madden team have ever done makes me actually believe that it'll work out that way. I think the gameplay itself has developed well and it improving more in 16 isn't going to change my mind one bit about the lack of focus and direction in CCM/Franchise.

And the things that ARE getting added are going completely the wrong direction. The original implementation of XP was bad, now it's going to be worse and even more gamey. Teddy Bridgewater completed four passes instead of three on one drive so now he's going to get 1 point better at long throw accuracy. Excuse me? Madden is trying to replicate their process of changing people's ratings week to week based on performance which isn't representative of how skill development works in reality.
 
# 273 mestevo @ 06/07/15 07:29 PM
Quote:
Originally Posted by fballturkey
That sounds great, but like I said, nothing EA or the Madden team have ever done makes me actually believe that it'll work out that way. I think the gameplay itself has developed well and it improving more in 16 isn't going to change my mind one bit about the lack of focus and direction in CCM/Franchise.

And the things that ARE getting added are going completely the wrong direction. The original implementation of XP was bad, now it's going to be worse and even more gamey. Teddy Bridgewater completed four passes instead of three on one drive so now he's going to get 1 point better at long throw accuracy. Excuse me? Madden is trying to replicate their process of changing people's ratings week to week based on performance which isn't representative of how skill development works in reality.
There's been nothing to suggest that's an even remotely plausible example. It's a token amount of XP and sounds more about confidence which IMO should be a lot more malleable and change throughout games based on yes, just a pass or two.
 
# 274 fballturkey @ 06/07/15 11:09 PM
I probably exaggerate the amount, but that's pretty much exactly what they're saying it is like. Get 4 completions on this drive, you get a little XP. It makes the game like WoW and the other Skinner-boxes which aren't as fun as, you know, football.
 
# 275 Primo80 @ 06/07/15 11:41 PM
Quote:
Originally Posted by fballturkey
I probably exaggerate the amount, but that's pretty much exactly what they're saying it is like. Get 4 completions on this drive, you get a little XP. It makes the game like WoW and the other Skinner-boxes which aren't as fun as, you know, football.
Yeah, i dont understand what the xp system is supposed to represent, really. It seems like a way to squeeze more out of the numerical player ratings system. Im all for rpg elements if they represent real stuff. They would have been better off trying a wear-and-tear system. I mean players can get hot or cold, have fumbling issues, accuracy issues, things that become storylines. But playing through injuries or just being banged-up overall is a much more pressing issue teams deal with.

Performance goals should really impact contracts first, then maybe trust among teammates and coaches. Ive played WR/TE for about 10 years for 4 teams. So say i catch a couple tds one game. Yes, i carry confidence with me to the next game, meaning maybe i am less nervous about dropping balls or getting hit. But the response is never, "yo man you had a great game, you are really getting better at catching (ratings increase)." It means im gonna get more looks from the qb, more plays designed for me, bumped up the depth chart, so on. Basically, more trust from my organization. So a big game is worth rating boosts for the next week, slumps maybe longer. Established players dont need to fluctuate much. Although, i skipped M15, so maybe im wrong about how xp and confidence work.
 
# 276 mestevo @ 06/08/15 12:05 AM
Feels more like semantic arguments at best though. Only progress in the offseason if you dont like the idea some pass that gives you a fraction of the cost of an upgrade puts you over the top and allows you to buy it?

Agree that the area can use more depth, as could a lot of things, but looking forward to the refactored confidence and how dynamic goals might affect it.
 
# 277 oneamongthefence @ 06/10/15 08:06 PM
Quote:
Originally Posted by mestevo
Feels more like semantic arguments at best though. Only progress in the offseason if you dont like the idea some pass that gives you a fraction of the cost of an upgrade puts you over the top and allows you to buy it?

Agree that the area can use more depth, as could a lot of things, but looking forward to the refactored confidence and how dynamic goals might affect it.
When we had predetermined progression nobody was happy. Many people wanted to do their own progression and decide what type of players their guys were gonna be. It's a very un football Like system but it gives users control over their players. It mirrors how Madden does their ratings anyway. Guy puts up stats he gets a boost. He could really only be a 69 overall but he plays on an amazing team that inflates his numbers Madden is going to inflate his ratings. See Peyton Hillis.

I think Madden wants to imitate that feedback loop that many rpgs have that you make tangible progress and are rewarded. The system is flawed and it needs tuning but I think it can be successful. I enjoy the system even if the interface is clunky and a pain to navigate.
 
# 278 jpdavis82 @ 06/10/15 08:29 PM
Quote:
Originally Posted by oneamongthefence
When we had predetermined progression nobody was happy. Many people wanted to do their own progression and decide what type of players their guys were gonna be. It's a very un football Like system but it gives users control over their players. It mirrors how Madden does their ratings anyway. Guy puts up stats he gets a boost. He could really only be a 69 overall but he plays on an amazing team that inflates his numbers Madden is going to inflate his ratings. See Peyton Hillis.

I think Madden wants to imitate that feedback loop that many rpgs have that you make tangible progress and are rewarded. The system is flawed and it needs tuning but I think it can be successful. I enjoy the system even if the interface is clunky and a pain to navigate.
Well the interface was clunky and a pain to navigate, I think you'll find the new interface much smoother to navigate around.
 
# 279 mestevo @ 07/23/15 02:33 PM
CFM is Owner, Coach and Player modes.
 
# 280 mestevo @ 07/23/15 02:59 PM
You know your posts are kinda conflicting / confusing, right? Or am I missing something?
 


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