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Madden NFL 16 News Post


Shopmaster has chimed in again this week with some more Madden NFL 16 CFM impressions. After talking about confidence, regression, dynamic drive goals, new hub and much more last week, he talks about scouting and drafting this week.

Quote:
This year EA has overhauled the entire scouting process. No more are you going through the entire draft class unlocking the attributes of your choice for a letter grade and then unlocking them again to see what the actual overall for that attribute is. This year ‘Scouting Points’ only unlock a player’s top 3 attributes, with the 3rd unlocked attribute revealing that player’s true draft value. When you first go into scouting you are presented with a list of players sorted by projected draft value. You can press a button to get more details about that player and unlock the attributes or you can unlock the attributes right from the list; which is very convenient for those who just want to spend their points before the week advances.

Still no draft board, so while you’ve scouted all of these players, there is still no way to focus in on the guys you really want when the draft starts. This was extremely disappointing because it’s something the community has been wanting for a long time (ever since Madden 10). I understand that they want to get it right, to the point where you can set up your draft board and the CPU will be smart enough to draft for you, but I’d be happy with a band aid right now because sometimes that clock ticks down so fast and there was a reason why you wanted this 5’10 WR over the 6’3 one but you can’t remember what it was without looking at his combine stats and unlocked attributes again. Give us the ability to flag the guys we really want, like our top 10.

Game: Madden NFL 16Reader Score: 7/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 24 - View All
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Member Comments
# 121 Primo80 @ 06/14/15 06:06 PM
Quote:
Originally Posted by ratedmoney
But this new system gives everyone an advantage by revealing players true draft value. If all you gotta do is spend enough scouting points to reveal that then there is zero skill involved. You really think the game clearly telling you where a player should be drafted is better ?
I think its a good trade-off to not know what their development trait is.
 
# 122 TheDominator273 @ 06/14/15 06:43 PM
Quote:
Originally Posted by Madwolf
If you only scouted Physical and Intangibles you have basically what we have now.

I don't get how this change is game breaking.
Which is why many leagues banned that kind of scouting.
 
# 123 JRT2006 @ 06/14/15 06:52 PM
It's unfortunate, but the simple solution for those not playing online cfm with other owners is to simply not scout true draft positions. Doesn't justify it being inplemented, but can be easily ignored.

I know I'll ignore that scouting Stat and base my scouting off of other the other results.

I didn't read the entire thread, only first few pages, I do think thsee two things should be a given in a Madden football game, no matter the type of player you are:

1)Every team should have a different rating for rookies based on scouts accuracy level and team scheme fit. When you determine the type of player you look for, and the scheme you want to run, his rating should be adjusted based on that fit. Then, when you take into consideration the level of your scouts, the ratings should be varied again. NEVER should you have a 100% accurate guess on a rating.

2) Scouts should provide you with information and notes on all draft players throughout the year, without you actually having to assign them to complete a task. It requires no management for the player so the casual fans don't need to worry about it. In the offsets on you should be able to task scouts to further evaluate players you're interested in based on the notes you've gathered throughout the year. This could be skipped for casual players and they can draft based of the basic info gathered automatically.

I know both were mentioned in some instance in the thread. I just wanted to reiterate the importance of it.

This year, it appears that I'll have to create my own scouting rules to make the offsets on more enjoyable
 
# 124 ThatMichiganFan @ 06/14/15 07:15 PM
I wish that Madden would try to implement scouting more like NBA 2K. Initially, you are only given a players overall letter grade, and his measurements. As you scout a player, you slowly unlock letter grades for areas like inside scoring, rebounding, etc. Once a player is fully scouted, you will unlock number grades for all attributes, but you will not know how accurate they are until the player is drafted.

Also, when you scout a player, your scout will give a note about the player, for example,
- Poor defender in the low post
- Has decent shooting range, can hit shots when open
- Poor rebounder, needs to improve box out ability

Lastly, players have college stats that are upgraded throughout the season. With Madden's storylines, implementing stats that update every week should not be too difficult (I am not a programmer, if it is difficult, I would have no idea).
 
# 125 N51_rob @ 06/14/15 08:20 PM
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Originally Posted by Madwolf
If you only scouted Physical and Intangibles you have basically what we have now.



I don't get how this change is game breaking.

Like everything there is an easy way to do it. Some choose that then complain it's too easy. Other don't. I managed to never use this method and still turned over my defense in just 3 drafts.

People also loved the TE Corner or Deep out on 3rd and long. We'll see if that's fixed this week.

To each their own.
 
# 126 redsox4evur @ 06/14/15 08:40 PM
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Originally Posted by Primo80
Who was a horrible bust on the pats? Chad jackson and who else? Hernandez in the 4th? Id draft with the assumption that whoever i pick wont be a serial killer, too.
Bethel Johnson, Marquise Hill, Lawrence Maroney, Chad Jackson, Brandon Meriweather, Terrence Wheatley, Pat Chung, Ron Brace, Darius Butler, Jermaine Cunningham, Ras-I Dowling, Tavon Wilson, Aaron Dobson.

All drafted in the 1st or 2nd round. All busts.
 
# 127 MajorSupreme @ 06/14/15 09:02 PM
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Originally Posted by redsox4evur
Bethel Johnson, Marquise Hill, Lawrence Maroney, Chad Jackson, Brandon Meriweather, Terrence Wheatley, Pat Chung, Ron Brace, Darius Butler, Jermaine Cunningham, Ras-I Dowling, Tavon Wilson, Aaron Dobson.

All drafted in the 1st or 2nd round. All busts.
Maybe you have a weird definition of bust, but how are you already calling Dobson and Wilson busts?
 
# 128 redsox4evur @ 06/14/15 09:09 PM
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Originally Posted by MajorSupreme
Maybe you have a weird definition of bust, but how are you already calling Dobson and Wilson busts?
Yes I am. How much did Dobson play last year not much. And Tavon Wilson sucks.
 
# 129 N51_rob @ 06/14/15 09:10 PM
If you want to talk Patriots drafts IRL. This is not the thread for it. End it now.
 
# 130 charter04 @ 06/14/15 09:12 PM
Quote:
Originally Posted by Madwolf
I'm excited to use this system, and especially happy it is more stream lined than the previous system.



I love scouting, and building my team through the draft, but last year as incredibly easy, and cumbersome. All you had to do was scout Intangibles and Physical and as long as both were A or B you had a great player with Superstar or Fast development.



It felt cheap knowing that.



This system isn't very complicated, but Ix feel like it places all players on a more even playing field. So now you're going to have to think a little bit more about ypur draft position and whose in front of you, and what their needs are. They might snag that 4th round gem you've got your eye on if you're not aggressive.



I still loathe not having a draft board. Back to the pen and paper method.

I agree with some off this. For everyone who says scouting was this challenge I'm not sure how it was. I use this exact strategy. Once you know the physical and intangible grades it's pretty much all you need.

Now I don't use this method in my offline cfm's but, in online you just kind of do as others do to keep up. Plus it's not my job to make scouting right without having to use house rules.

The point is either system is not how I want it. I want the 2k or head coach system
 
# 131 DeuceDouglas @ 06/14/15 09:44 PM
My perception is probably clouded a bit by the fact that, at first glance, I have an extreme dislike for this new scouting and actually enjoyed the older scouting and felt with a couple tweaks it could be great. So, would anyone who thinks this scouting is better explain to me why or what they think is better?

I'm still trying to wrap my head around why we're forced to scout every week and what place "true value" really has.
 
# 132 Primo80 @ 06/14/15 10:02 PM
Quote:
Originally Posted by DeuceDouglas
My perception is probably clouded a bit by the fact that, at first glance, I have an extreme dislike for this new scouting and actually enjoyed the older scouting and felt with a couple tweaks it could be great. So, would anyone who thinks this scouting is better explain to me why or what they think is better?

I'm still trying to wrap my head around why we're forced to scout every week and what place "true value" really has.
I think it's marginally better because you'll have a vague perception of a player's value. You'll know what round he should go in, but is it because of potential or present worth?
 
# 133 jpdavis82 @ 06/14/15 10:04 PM
Quote:
Originally Posted by Primo80
I think it's marginally better because you'll have a vague perception of a player's value. You'll know what round he should go in, but is it because of potential or present worth?
I may be wrong, but isn't "true value" just what the prospect grades out as? You hear it every year, I had him graded out as a 5th round pick... Mike Mayock says that sort of thing all the time. I thought that's what true value was replicating.
 
# 134 Primo80 @ 06/14/15 10:12 PM
Quote:
Originally Posted by jpdavis82
I may be wrong, but isn't "true value" just what the prospect grades out as? You hear it every year, I had him graded out as a 5th round pick... Mike Mayock says that sort of thing all the time. I thought that's what true value was replicating.
I see what you're saying. I just think it's better that you dont necessarily know why a player's true value is what it is in Madden. You had access to too much information the way it used to be. Now, theoretically, all a player's numbers could point to a high value, but a low INJ, DEV, consistency, AWR would give him a lower value and force you to take a risk.
 
# 135 jpdavis82 @ 06/14/15 10:19 PM
Quote:
Originally Posted by Primo80
I see what you're saying. I just think it's better that you dont necessarily know why a player's true value is what it is in Madden. You had access to too much information the way it used to be. Now, theoretically, all a player's numbers could point to a high value, but a low INJ, DEV, consistency, AWR would give him a lower value and force you to take a risk.
The draft is always a risk, even the "Safe" players don't always turn out.
 
# 136 Primo80 @ 06/14/15 10:23 PM
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Originally Posted by jpdavis82
The draft is always a risk, even the "Safe" players don't always turn out.
Yeah that's true too.
 
# 137 jfsolo @ 06/14/15 10:25 PM
Quote:
Originally Posted by Primo80
I see what you're saying. I just think it's better that you dont necessarily know why a player's true value is what it is in Madden. You had access to too much information the way it used to be. Now, theoretically, all a player's numbers could point to a high value, but a low INJ, DEV, consistency, AWR would give him a lower value and force you to take a risk.
Yes, I was just about to post this same thing. Gaudy combine number should contribute to a high true value, as well as the revealed skills, but hopefully some of those true value first round pick guys have some serious flaws that make it unlikely that they will develop into a star player.
 
# 138 Primo80 @ 06/14/15 10:36 PM
Quote:
Originally Posted by jfsolo
Yes, I was just about to post this same thing. Gaudy combine number should contribute to a high true value, as well as the revealed skills, but hopefully some of those true value first round pick guys have some serious flaws that make it unlikely that they will develop into a star player.
I didnt even think of false indicators at the combine, but that's absolutely vital, you're right. I kinda assumed it would be like 4.4.40= 90 speed or whatever.
 
# 139 DeuceDouglas @ 06/14/15 10:42 PM
Quote:
Originally Posted by jpdavis82
I may be wrong, but isn't "true value" just what the prospect grades out as? You hear it every year, I had him graded out as a 5th round pick... Mike Mayock says that sort of thing all the time. I thought that's what true value was replicating.
Just in the spirit of debate but doesn't that kind of eliminate the purpose or need, I should say, of the actual in-game projections? If a player grades out as a first round pick, why would he ever be projected to go in the fifth round?

Quote:
Originally Posted by jfsolo
Yes, I was just about to post this same thing. Gaudy combine number should contribute to a high true value, as well as the revealed skills, but hopefully some of those true value first round pick guys have some serious flaws that make it unlikely that they will develop into a star player.
I was just thinking about something like this. I think one problem with the draft is that Madden's idea of a sleeper always seems to be a very high rated player with Superstar development. Same goes for a bust, it's always a guy with a high projection but low rating and development. I think there needs to be a greater array and mixture of ratings vs. development distribution. And what I mean by that is:
  • High projected guys with lower overalls but great DEV
  • Low projected players with low overalls but great DEV
  • Low projected players with great OVR but bad DEV
  • High projected players with high overalls but poor DEV

And so on. It seems like more often than not, the guys with the high overalls are the ones that develop the best. And I've seen it mentioned in here before about how people don't like the fact that all the attributes are shown as soon as a player is drafted because you basically know what you've got and whether or not to give up on a player immediately. And I think the problem with that is that there isn't a good variance of players in terms of overalls and potential.
 
# 140 Primo80 @ 06/14/15 10:51 PM
Quote:
Originally Posted by DeuceDouglas
Just in the spirit of debate but doesn't that kind of eliminate the purpose or need, I should say, of the actual in-game projections? If a player grades out as a first round pick, why would he ever be projected to go in the fifth round?



I was just thinking about something like this. I think one problem with the draft is that Madden's idea of a sleeper always seems to be a very high rated player with Superstar development. Same goes for a bust, it's always a guy with a high projection but low rating and development. I think there needs to be a greater array and mixture of ratings vs. development distribution. And what I mean by that is:
  • High projected guys with lower overalls but great DEV
  • Low projected players with low overalls but great DEV
  • Low projected players with great OVR but bad DEV
  • High projected players with high overalls but poor DEV

And so on. It seems like more often than not, the guys with the high overalls are the ones that develop the best. And I've seen it mentioned in here before about how people don't like the fact that all the attributes are shown as soon as a player is drafted because you basically know what you've got and whether or not to give up on a player immediately. And I think the problem with that is that there isn't a good variance of players in terms of overalls and potential.
I like what ur saying. And about knowing a rookie's value immediately: should you see his attributes before the season or even the end of the season? I wish the risk of a draft pick carried through final cuts in some way.
 


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