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Madden NFL 16 News Post


Shopmaster has posted his Madden NFL 16 CFM impressions based off of his hands-on time with the game. In the article he talks about confidence, regression, dynamic drive goals, new hub and much more.

Shop plans on releasing another article on Tuesday discussing the new scouting and draft.

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
# 61 jmurphy31 @ 06/07/15 07:51 PM
Quote:
Originally Posted by jpdavis82
No that's not what I was saying, I'm saying like for example if Eddie Lacy is struggling like he did at first last year he may have been struggling in his confidence due to the injury, now honestly injuries should probably affect confidence a lot, especially concussions. Anyway say on a normal week his goal every week is 100 yards, if he doesn't hit that it probably won't affect him or a guy like Lynch much but if a rookie HB comes in and struggled to get 50 yds every week that would affect his confidence and that's kind of the idea behind the system. Look at Manziel last year, he came in confident and arrogant but struggled and even off the field he was humbled and he's going to have to regain confidence this season and the trust of his coach and teammates. That's the idea behind the system, it's just that it was so broken in M15. Players with high OVR and consistency rating shouldn't be dropping in confidence and regressing as much in M16.
But are goals geared toward position and playing time. Say my rookie rb has only 50 yards for a bunch of weeks in a row, but it's as a back up. And say he's averaging a good ypc, does his confidence drop. Or even if he's a starter but your a passing team. He only runs for 50 yards but scores a TD and doesn't fumble. I think that's a solid day for a rookie rb in that spot.
 
# 62 jmurphy31 @ 06/07/15 07:56 PM
Quote:
Originally Posted by jpdavis82
The onscreen notifications, what do you mean shut off goals exactly? It's part of the progression system. It was designed to simulate the real nfl based on stats and metrics. Real nfl players have goals every week, it's just the way it was implemented that was the problem. Same thing goes for confidence and regression.
Pretty sure nfl players don't have goals in real life. I used to coach hs football and the individual players didn't have goals. We had unit goals. It would be more believable if they/you said to make progression work better it had to based on something tangible (ie, stats). I can understand if the game can't calculate route running ability each game to help progress WR.

Why can't the system be more tied to groupings. WRS had a good day (17 receptions 300 yards and 2TDs) +3 confidence for all. But if one WR in the group had 3 drops it would subtract 5 confidence points.
 
# 63 SolidSquid @ 06/07/15 08:00 PM
My biggest problem with xp, besides the fact that it's an rpg element that I feel has no place in a team sports game, is you can make ANY player a 99 overall by "grinding"(rpg term). Not every player should be able to become a superstar in the league that's not realistic. Players need to have ceilings and they certainly all shouldn't be the same.
 
# 64 jpdavis82 @ 06/07/15 08:10 PM
Quote:
Originally Posted by SolidSquid
My biggest problem with xp, besides the fact that it's an rpg element that I feel has no place in a team sports game, is you can make ANY player a 99 overall by "grinding"(rpg term). Not every player should be able to become a superstar in the league that's not realistic. Players need to have ceilings and they certainly all shouldn't be the same.
Ok last post of the night, this was addressed this year so you still have a majority of average players not superstars everywhere.
 
# 65 SolidSquid @ 06/07/15 08:13 PM
Quote:
Originally Posted by jpdavis82
Ok last post of the night, this was addressed this year so you still have a majority of average players not superstars everywhere.
So did they cap specific ratings? How did they go about keeping it so not every player could reach that level?
 
# 66 Yukon46 @ 06/07/15 08:32 PM
Quote:
Originally Posted by jmurphy31
Pretty sure nfl players don't have goals in real life.
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !

http://espn.go.com/blog/nflnation/po...r-many-players
 
# 67 SolidSquid @ 06/07/15 08:41 PM
Quote:
Originally Posted by Yukon46
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !

http://espn.go.com/blog/nflnation/po...r-many-players
Yea they should have goals effect contract demands then. That would be realistic and give CFM life. If Jason Pierre Paul has a 50k bonus for 8+ sacks and he gets it he doesn't increass his speed or zone coverage ability lol
 
# 68 jmurphy31 @ 06/07/15 08:43 PM
Quote:
Originally Posted by Yukon46
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !

http://espn.go.com/blog/nflnation/po...r-many-players
Correct for a season and for money. Not for one game or confidence (or skills level). Plus no coach (the user in this case) have these in mind and try to get players these goals. If it happens it happens. I saw an example of completing so many passes in a row.

I get it if you rush for over 1200 yards, your ratings go up. I'm ok with that but each game or drive I'm just not feeling that.
 
# 69 Marcus @ 06/07/15 08:50 PM
Will QB progression be more balanced across the league? Last year it was really easy to progress a Qb and most of them had an OVR rating above 90 after playing a few seasons.

Also, do you think they will add the team name on the player card? Last year it showed the team's name & year on the roster outside of connected franchise. But for some reason it has been removed the last 2 years in connected franchise.
 
# 70 iFnotWhyNoT @ 06/07/15 08:54 PM
Quote:
Originally Posted by Yukon46
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !
Sure they do but how madden portrays it is that its in your face. For example coaches coming up to you after every play like "ok your ___ yards away from your goal". When realistically we could assume what they are talking to players about is adjustments.

For weekly goals it would have been better received if actual numbers were shown as a total of what the team wants to accomplish, say against a great defensive line, or whoever your playing. Instead its come across as a way of building XP and leveling up players.

I get the concept it was just poorly executed for SIM players. But i don't know if we were really the focus this year. Seems like its designed to keep casual gamer's interested by rewarding them, and then celebrating the fact that they made three consecutive completions by telling them once again with a ticker. Whereas SIM players understand winning an ugly grind it out game is just as rewarding, and a confidence booster.
 
# 71 Skyboxer @ 06/07/15 09:26 PM
Quote:
Originally Posted by Yukon46
You have never heard of incentive contracts / performance bonuses in the NFL ?

NFL Players do shoot for individual goals... it's money !

http://espn.go.com/blog/nflnation/po...r-many-players
Yep... However (and this ties into a post from days ago I made).. these are financial incentive goals whether it's in contract or for leverage to use when contracts come up. The way it should be in Madden.
If a player misses a goal (20 yards shy of rushing goal) he is not going to lose confidence or regress.
 
# 72 Toupal @ 06/07/15 10:01 PM
Quote:
Originally Posted by jpdavis82
Just in case you guys would like a visual
I hope the edit player tab on there allows us to FULLY edit the player, as opposed to change his equipment.
 
# 73 J ROCK 05 @ 06/07/15 10:04 PM
Quote:
Originally Posted by jpdavis82
I get it, but I don't want a broken mode with new bells and whistles. I want a functional mode and I can wait til next year for bells and whistles, if it means the mode works properly.
Don't we hear this every year? Wait till next year, wait till next year?
 
# 74 N51_rob @ 06/07/15 10:12 PM
Quote:
Originally Posted by jpdavis82
No that's not what I was saying, I'm saying like for example if Eddie Lacy is struggling like he did at first last year he may have been struggling in his confidence due to the injury, now honestly injuries should probably affect confidence a lot, especially concussions. Anyway say on a normal week his goal every week is 100 yards, if he doesn't hit that it probably won't affect him or a guy like Lynch much but if a rookie HB comes in and struggled to get 50 yds every week that would affect his confidence and that's kind of the idea behind the system. Look at Manziel last year, he came in confident and arrogant but struggled and even off the field he was humbled and he's going to have to regain confidence this season and the trust of his coach and teammates. That's the idea behind the system, it's just that it was so broken in M15. Players with high OVR and consistency rating shouldn't be dropping in confidence and regressing as much in M16.

I'll use an example and you can take this to the Developers....

DeSean Jackson had a max season XP goal of 130 receptions.

He had a season of 66 receptions 1256 yards and 13 TDs. But because his main goal was receptions he didn't get max XP. He got to the second level of the tree for like 1000 XP.

Team went 12-4 won the division.

How will Madden 16 handle a season like that compared to Madden 15?
 
# 75 pantherfan_forever17 @ 06/07/15 11:20 PM
Quote:
Originally Posted by N51_rob
I'll use an example and you can take this to the Developers....

DeSean Jackson had a max season XP goal of 130 receptions.

He had a season of 66 receptions 1256 yards and 13 TDs. But because his main goal was receptions he didn't get max XP. He got to the second level of the tree for like 1000 XP.

Team went 12-4 won the division.

How will Madden 16 handle a season like that compared to Madden 15?
That is why they should have an either/or when it comes to goals. So many receptions OR so many tds OR so many yards. Perhaps give you 1.25x the max xp if you have 2 of those 3. All 3? 1.50x the max xp Goals also should be different depending on the overall of the player.

IF your starting wr is rated 70, because you are rebuilding your wr core, then he shouldn't be looking to chase 120 receptions, 1500 yards, etc. It should coincide with his skill/stat level. Backups shouldn't be chasing half of that goal either. 4th/5th receivers should be chasing about 20 receptions at maximum. Of course to show they are backups, their max xp they would receive should be lower too. Once they become the starter, do to injure or just getting better, then that is when it goes up.

Team schemes should also change the goals of each player. So say you have a zone blocking run 1st team, then that would put more emphasis on your rb reaching his goals. And the confidence of a qb wouldn't go down if he just had one td and only 125 yards. Same goes for the wrs. Opposite would be true if you have a vertical passing attack scheme. More emphasis would be on the qb/wrs. So if a rb only had 50 yards, his confidence wouldn't lower either. Defensive players goals/confidence would be based on scheme too. Basically whatever unit is more important to your scheme, then that unit's confidence would increase/decrease more depending on your play while the others that arn't as important would barely get a rise or lower. So basically each scheme would have its own strengths and weaknesses, like it should be. I'm sure someone else could go more in depth.

/my 2 cents.
 
# 76 jpdavis82 @ 06/07/15 11:31 PM
Quote:
Originally Posted by pantherfan_forever17
That is why they should have an either/or when it comes to goals. So many receptions OR so many tds OR so many yards. Perhaps give you 1.25x the max xp if you have 2 of those 3. All 3? 1.50x the max xp Goals also should be different depending on the overall of the player.

IF your starting wr is rated 70, because you are rebuilding your wr core, then he shouldn't be looking to chase 120 receptions, 1500 yards, etc. It should coincide with his skill/stat level. Backups shouldn't be chasing half of that goal either. 4th/5th receivers should be chasing about 20 receptions at maximum. Of course to show they are backups, their max xp they would receive should be lower too. Once they become the starter, do to injure or just getting better, then that is when it goes up.

Team schemes should also change the goals of each player. So say you have a zone blocking run 1st team, then that would put more emphasis on your rb reaching his goals. And the confidence of a qb wouldn't go down if he just had one td and only 125 yards. Same goes for the wrs. Opposite would be true if you have a vertical passing attack scheme. More emphasis would be on the qb/wrs. So if a rb only had 50 yards, his confidence wouldn't lower either. Defensive players goals/confidence would be based on scheme too. Basically whatever unit is more important to your scheme, then that unit's confidence would increase/decrease more depending on your play while the others that arn't as important would barely get a rise or lower. So basically each scheme would have its own strengths and weaknesses, like it should be. I'm sure someone else could go more in depth.

/my 2 cents.
Quite a bit of tuning was done to make the goals more attainable based on ratings and depth chart position, I'm not sure about scheme. I do know even Jordy Nelson & Randall Cobb weren't expected to get 120 catches, I think 100 was their highest number. I believe Davante Adams was 60 and Jarred Abbrederis 40.
 
# 77 Metapod @ 06/07/15 11:37 PM
Quote:
Originally Posted by Metapod
simple question do 43 and 34 defenses have different depth charts?
answers man i need answers
 
# 78 jpdavis82 @ 06/07/15 11:41 PM
Quote:
Originally Posted by Metapod
answers man i need answers
Can't answer this yet
 
# 79 Potatoes002 @ 06/08/15 12:14 AM
Quote:
Originally Posted by Toupal
I hope the edit player tab on there allows us to FULLY edit the player, as opposed to change his equipment.
Hopefully we can edit CPU players again too, like we could before Madden 15. At least give online commissioners an option....
 
# 80 Reejer @ 06/08/15 02:09 AM
Quote:
Originally Posted by N51_rob
But JP real progression and regression aren't tied to stats and metrics. It's player development, position coaching, film work, age, injury etc.

Just because a WR fails to catch 120 passes in a season doesn't mean his is going to regress. Lots of guys have average to below average 1st or 2nd seasons and still have breakout years in their 3rd or 4th season.

If that is what Josh Looman said about progression/regression I'm utterly stunned and speechless.
I do agree that actual skill progression/regression aren't tied to stats and metrics, but Madden ratings are a direct result of actual players on field performance (Donny increases/decreases ratings after checking stats and watching players).


It would be nice if progression/regression was a compilation of player development, position coaching, film work, age, injury AND stats and metrics. That would give us a more comprehensive picture of a players Ratings.


I also agree that the Goal system in regards to Confidence is silly. If "a WR fails to catch 120 passes in a season doesn't mean his is going to regress", is a true statement. But if a WR drops 50 passes in a season he should regress. I am in your camp that that Confidence and progression/regression should be based off of positive and negative plays, injuries, and training, not a goal system.


Confidence should be like RAM where Progression/Regression should be like a HD. EX: If my QB throws a pick on his first throw, he should get a -5 CON (45). But if his second throw is a completion he should get +1 (46), and the next throw a TD he would earn a +5 (51). If my QB throws 4 INT's and 0 TD's, with a completion percentage of less than 50% in one game, it should affect his regression (in AWR & Accuracy), and possibly (depending on the QB's experience and mental toughness) have an effect in Confidence for the next weeks game.


Dips in regressed ratings should be able to be trained up in game prep activities like workouts, position drills, and going up against the scout team (made up of Practice Squad guys and 2nd/3rd stringers). And the amount of improvement should be directly tied into the quality of the coaching staff, and the players dedication, experience, and mental toughness (Resilience rating?). Confidence could be improved by film study and team meetings.


I am not a big fan on using XP to purchase ratings points. I feel that if, for example, you have a QB that practices on arm strength, and throws a good deep ball, his ratings in throw power and deep accuracy should reflect his skills on the field. I don't see how playing a good game, throwing a good deep ball, you earn XP, and you can buy speed (DOH! it just isn't logical).
 


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