Home
Madden NFL 17 News Post



EA announced today in a new post on the Madden NFL blog that they have implemented several popular community requests into franchise mode. Let's take a look at them:

  • Around The League Score Ticker: Be immersed in Sunday football, with the new Around The League Score Ticker. While playing your game, you will see score updates occur from games around the league. For example, if you’re playing a 1pm Sunday game, you will see score updates and stat lines for all the other 1pm games.
  • Full Player Editing: As the commissioner in your league, you now have the ability to customize almost everything about all the players. You will be able to adjust appearance, ratings, traits, and contract information for the entire league, letting you make tweaks as you see fit to alter players.
  • Practice Squad: Each team now has a 10-man Practice Squad that they can control week-to-week. It all starts in week 4 of the preseason. Instead of cutting players, you can now easily move eligible players to the Practice Squad where they will develop as you train the various position groups during weekly training.
  • Dynamic Development Trait: Each player’s development trait is the biggest defining factor in how he develops. Players with a Superstar trait will stay in the league longer and develop into the top tier talent, while players with the Slow trait will not make it in the league long.
  • Regression Feedback: As a coach or owner, you need to have a pulse on your team’s development and you need to know exactly when your team regresses and now you will in Madden NFL 17.
  • Player Card Improvements: The Player Card has been bolstered with three key improvements. The first is a way to quickly see all the attributes for a specific player and how they rank in the league based on overall rating. The second is a view so you can see the progression history for the player. This lets you see where all the XP came from and when ratings have been impacted whether through progression or regression. Last but not least, the player card is now accessible from more areas so you will always be just a step or two from seeing the information you want.

What do you think of these add-ons? Time for rejoicing for several right?

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 121 4thQtrStre5S @ 06/13/16 03:25 AM
Quote:
Originally Posted by ithinkimchipkelly
that can be a good look on it however as some one who is picky on how I build my squad i got to able to put that hard earn xp to attributes/traits that fit my play style on both sides of ball.

I run a man heavy defense aka Cover 1 with either of my safeties mostly the SS playing as hybrid. One who can cover or blitz while my other safety plays Hero ball as last line of defense. I don't want xp which is hard to come by for certain positions going to attributes that don't fit my style of play especially on defense.
I agree.. I like to allocate my XP as I see fit...
 
# 122 NateDogPack12 @ 06/13/16 03:33 AM
Quote:
Originally Posted by Big FN Deal
Yep, this right here, some want NFL representation while others will try to frame whatever EA chooses to do as a sound move simply because it's a video game. The latter I always find odd because past football video games, even past Maddens, have represented certain NFL team management aspects more realistically, while still remaining fun, skillful, challenging and selling well to boot.
Point of moderation - you need to be very careful about throwing shade at people. Don't assume a sinister motive from others. Just because people disagree with you doesn't mean they have an agenda. Generally, the people ALWAYS doing one thing are folks like you who are negative 98% of the time.

I'm all about replicating what I loved about Maddens of old. Guiding my players through team meetings and coaches that significantly impacted regression were never part of that. The coordinators mattered because they afforded you bonuses in attributes.

I really get where you guys are coming from but until you present a thorough, serious, and precise mechanism for player progression that can supplant what we have, I think your criticism rings hollow. I read almost every post on this forum as is my job as a mod, and I haven't seen a proposal that doesn't have major deficiency.
 
# 123 DeuceDouglas @ 06/13/16 03:43 AM
Quote:
Originally Posted by NateDogPack12
Listen, the day to day activities of coaching staffs in the NFL in terms of their meetings and what not - that stuff is largely the same across the league. It isn't enough to SIGNIFICANTLY impact player progression.



The same is the case with coaching staffs. Players blossom and regress all the while having minuscule and talented positional coaches respectively. The marginal differences that do occur the game already accounts for. Give McCarthy a bonus with QB's and CB's (Joe Whitt, Jr.) and give others similar bonuses. The game already does this. Certain coaches will grant WR's AWR + 3 for example.



Your proposed methodology is not only inadequate but it is fundamentally flawed. You're advocating for a bunch of monotonous processes.

If that's the case why do teams even bother with coaching staffs? Why hire an OL coach if he's not going to have an impact on the development of the players he's coaching? Are you telling me Aaron Rodgers becomes virtually the same player today whether it was Mike McCarthy or Steve Spurrier coaching him? Maybe he does, maybe he doesn't. But that's something that other factors like player potential also have a role in.

Also, how does giving players certain bonuses reflect any bit of coaching that has been imparted on the player? So a player becomes more aware thanks to his coach but if he changes teams he forgets everything that went into making him more aware?

And your last line sounds a lot like game prep and progressing players with XP.
 
# 124 Trick13 @ 06/13/16 03:48 AM
EDIT: Sorry, Trick. I was trying to quote you but somehow edited my post INTO your post. This was a mistake on my part.
 
# 125 NateDogPack12 @ 06/13/16 04:10 AM
BB is paid well because of the cohesion he builds and his schematic excellence. His elite trait is team building - not creating superhuman players. There are great players on bad teams and bad players on good ones. The NFL talent pool is comparatively equal compared to college football such that a coaching staff is not and cannot be the full catalyst or player progression. There are SO MANY variables at play. Some of it is just individual work ethic and genetics. Some of the tertiary factors like scheme and coach attributes are already represented.

Once again, I challenge you to formulate a complete and thorough model wherein we can achieve realistic and fun player progression. Give a constructive idea that isn't full of holes. The challenge in a video game is that at times we have to animate processes that we can't fully replicate in real life. The burden is on you to articulate how this can be done better.

Up to this point, you've failed profoundly. All you can point to is coaches and day-to-day activities that will be tantamount to a level of micromanagement unappealing to the vast majority. I love talking about making Madden better. I'm down to hear anything you offer.

Of course, you can just keep bashing the current system without being constructive at all. Just know that at some point that becomes agenda posting and isn't a wise endeavor. Maybe instead of rudely telling those with whom you disagree to take a break, you should take a break yourself and remember this is just a video game.
 
# 126 That Army Allen @ 06/13/16 04:16 AM
Quote:
Originally Posted by BleedGreen710
being able to customize draft classes and share them

so people can create realistic draft classes or even ones that accurately reflect the upcoming draft classes of 2017, 2018, etc
This is what the community for online leagues really wanted. What they implemented was kind of an easy cop out imo. Still some good additions though.
 
# 127 Hooe @ 06/13/16 04:48 AM
Quote:
Originally Posted by Trick13
No, where we fundamentally disagree is on the methodology of simulating the development arc of professional athletes.



You prefer direct user control of specific attribute increases based on a system that doesn't require that player to even practice said skill. You could do pass rush drills all year long and use all that XP on zone coverage, which is, IMO, dumb. Now, I am not saying you are dumb, or that you cheat like that.
I prefer a system that is simple to understand and engage yet elegant in the emergent video game challenges it presents. XP is exactly that.

It's dead simple to use and understand - I reach a milestone, I earn points I can spend to improve my players. At the same time it creates opportunity costs all over the place - where and how should I spend my XP, how does that affect what I can and should do in future matches, should I save my XP now to buy some trait that costs more later, etc. etc.?

Does it allow me to do some "not sim" things like what you listed? Sure. Is it authentic to real life NFL player development, which predominantly happens during components of the NFL offseason such as OTAs and minicamp (neither of which are represented in Madden in any capacity)? Nope. Do I care? Not really. The current system is plenty engaging as purely a video game mechanic and creates interesting video game challenges in and of itself.

Most important is that the XP system reinforces the core gameplay, and vice versa - I do tasks in game to earn XP, then I spend XP to improve my stats, then I can achieve more difficult tasks to earn more XP... and so on. Seeing my players improve and having direct agency in that increases my motivation to keep playing. It makes the entire game a better total package because the individual pieces reinforce each other.

Yell all you want about it, but XP and leveling is smart game design which has stood the test of time over multiple decades of use across thousands of games. It isn't flawed in concept whatsoever.


Quote:
What I am saying is that I would rather have full coaching staffs with attributes out of my direct influence. I would hire/fire/replace said entities based on their strengths and weaknesses. Those attributes would impact player development in combination with the individual player's potential/development ratings.



Where I, the user, would influence this, is like the really real world where as the head honcho I would determine the schedule - team vs position group meetings, individual drills, one on one, 7 on 7, full team, with pads, hat n shells, strength and conditioning, film study, walk throughs and so forth based on off season, mini-camp, training-camp, preseason, regular season.



I could also influence what attributes may be impacted based on what set of drills I set for each position.



Example - running a 3-4 I would have OLB spend more time doing pass rush work, running a 4-3 I would assign them more coverage drills, if I was inclined to run a multi front defense I would have to maybe balance those drills.



Maybe I have excellent receiving TEs, and play in a division with pretty tough front seven groups, so I focus a lot of their group time on blocking, or chipping, or cutting routes short.



We fundamentally disagree because you don't see how amazingly in depth and yet exponentially less time consuming a good progression system would be when the user manages a schedule rather than micromanaging every single point of progression...

All the new mechanics you propose are each individually and collectively fantastic on the authenticity front. I readily admit that. However, you've introduced a ton of game design problems, and this is where I have my problems.

First, you've basically boxed out any casual fan ever from playing Franchise with how dense you've just made the game. How many things does a new user have to do now before they play even a single preseason game (and all of these tasks probably are each a new thing the user is unfamiliar with)? How do explain to the user the unique significance of non-interactive UI-based gameplay tasks such as position meetings, team meetings, strength and conditioning, film study, game plan install, etc. before he gets bored because he's not actually on the field scoring touchdowns yet? How many gates are you willing to put in front of new players between them and their first real in-game accomplishment?

You've also boxed out veteran Madden players who enjoy the game and its authenticity on paper but don't have the time required to execute each intermediate step between start game and result. There's a fine line between authentic depth and tedious busy work that console sports games like this walk tenuously. Do you honestly have time to perform every new task you created for yourself, every week in a season, for multiple seasons? In doing this, are you really sure you can keep your interest in the game up if all this new gameplay is purely new UI to navigate (and no interactive component beyond that)? Are you really sure you want so many tasks you presumably must do between playing each opponent on your schedule to succeed at the highest level?

God bless you if you do and are, but I sure as hell don't and won't. I struggle to finish a single season of Madden anymore and I obviously really enjoy the game as-is, else I wouldn't be going to EA PLAY tomorrow. I just don't have the time to invest anymore. I don't want more busy work. If anything the features which make the Franchise experience more accessible and faster to consume appeal to me at this stage in my life. Play The Moment is probably my favorite new franchise feature this year, to that end. It allow me to enjoy more of the Franchise mode experience in less time. And sure, the mechanics you add could all be skippable / simmable, but why add all these mechanics to the game if you anticipate that no less than 70% of the audience will never use them, be it for lack of time or lack of understanding? That's a massive waste of game development resources, and it also doesn't speak well to the mechanics being strong if they aren't things the user actively wants to engage.

Finally there's also the point of user agency. The system you propose offers much less agency to the user. Any modicum of control he has is indirect - pick a menu option, some dice roll happens influenced by X number of simulation factors (coach quality / ratings, player mentality / morale, planet alignment...) and then result. None of which ever plays out on screen. He can influence it somewhat by hiring a new coach, but he never makes a gameplay choice to guarantee success or failure based on skill. At some level it is random.

In contrast, the current system is a very direct and obvious feedback loop - do task, get result. No questions asked. Predictable and direct behavior is better game design, especially for newer players who won't understand why they are failing if they get bad dice rolls. These players will get frustrated, leave the game, complain about it being cheap, then your audience shrinks. This is why missed attacks in classic JRPGs frustrate people - sure the user can find better equipment, boost his stats, use consumables, or whatever to try and minimize the miss chance beforehand, but there's nothing the user can do to prevent the unfavorable outcome he just endured during the actual gameplay scenario. There is no skill, it is chance. This is also a big reason why the Possession Catch mechanic was added to Madden 16 last year - it gives users a new gameplay mechanic with which to combat bad dice rolls by their receivers resulting in frustrating dropped passes, and it adds a feeling of skill to the game - my button press told that receiver to make sure he caught that ball at all costs, YAC and acrobatics be damned. Agency is HUGE in console video games.

If you want the level of depth and indirection you describe in a football game, you're never going to find it in Madden. It is a console video game with a massive audience so its mechanics must always be within reach of the least common denominator - both from an accessibility and agency standpoint. Text sims might be more up your alley; those are dense as hell and 99% of their gameplay is clicking buttons but they very often are more mechanically authentic and dense than Madden is, or really ever will be.
 
# 128 DeuceDouglas @ 06/13/16 05:17 AM
Quote:
Originally Posted by NateDogPack12
The NFL talent pool is comparatively equal compared to college football such that a coaching staff is not and cannot be the full catalyst or player progression. There are SO MANY variables at play.

I don't know that anyone is suggesting that coaches be the full catalyst so much as another ingredient in the "stew" that is player progression. Like you said, there are many variables. I'd argue that coaching definitely is one of those variables. Is it the only variable? Absolutely not. But I'd also argue that something like a running back running for 99 yards vs. 100 yards or winning player of the week is not one of those variables that should be a major factor in player development. And I think the latter is a far easier argument to make. I know if coaching staffs made it into the game I'd want them to be something that worked together with potential (and other possible variables like one you mentioned in Work Ethic), not ignore or undermine it. Good coaching isn't going to save the player with poor potential and turn him into a stud just as bad coaching wouldn't keep a destined superstar from being great. Just as goals, potential and game prep currently work together to provide the current progression model, coaching staffs would act as another variable to do the same thing albeit in a far more realistic manner imo.

I don't have the time nor the willingness to attempt to construct a flawless progression system void of holes that every person will find both fun and realistic because it simply isn't possible. However, I do feel strongly that as a game whose goal is to be an authentic football simulation it has plenty of holes of its own and room to grow in this area but as to avoid agenda posting, I concede.
 
# 129 JimmyT85 @ 06/13/16 05:41 AM
I love the sound of all these new additions, CFM will be a blast to play!

However, I'm disappointed that it seems Superstar/single player CFM hasn't been touched
 
# 130 m.cross.kings @ 06/13/16 05:53 AM
I just want gameface.
 
# 131 87Birdman @ 06/13/16 06:04 AM
So my take on the xp system is I think it can work there are just some things I don't like. Mainly some positions just don't get hardly any xp.

I think I good cure for this would be the whole team gets xp every week. Their developmental levels, how they perform, and even coaches can effect how much they get. They could even keep the focus training on some players.

Then for the game planning say the scouts found out what they preferred passing/running blitzes/zines/man and key players. And you take that info and say you are playing the patriots it might day on offense they like to pass and gronk is a key player. So for defense you set the game plan to try to stop gronk in the passing game do your drills and get your small boost. Now the patriots could go straight run and that game prep becomes not very helpful as the boost wouldn't help them in that regard.

So there would still be game planning and everyone would get xp which than you pretend how you went about it and with some basic factors determining how they get those points you can build a team the way you want without some players suffering from thelack of making plays and getting no xp. Aka shut down corner who does his job. Obviate on the field stats would probably give the smallest boost as they are lopsided as it is with some positions.

But that it just how I view would be a good way about going about it.

Sent from my SM-G900R4 using Tapatalk
 
# 132 Memokerobi @ 06/13/16 06:20 AM
So these changes are welcome additions but did they fix the simple stuff? For example, I don't want to sub players in and out for specific formations every single game. Another example is when you set a style of play for your wr1 (lets say deep threat) and then assign your wr2 another style (route runner), your wr2's overall is still shown as if he's assigned the style of the WR1. It would be also great if there were options on how to utilize your players (choose between assigning a side or trailing opponents #1 for your CB1) but that's probably askimg for too much. It shouldnt be but it probably is
 
# 133 horrormaster @ 06/13/16 06:49 AM
Anybody else find it sad that people are getting excited over three features (Game Planning, Score Ticker, & Player Editing) that has been in past EA football games? Instead people should be angry that EA is once again using feature they previously removed as selling points.
 
# 134 Ueauvan @ 06/13/16 07:32 AM
if you can only run a pass rush practice for your dline and only run a tackling practice for dbs/lbers then thats how you get your exp to spread around. now think of poor fbs, they dont get any practice currently so they are totally screwed

as for regression, it would be nice to have K's who only kick 28 FGs instead of 30 not to lose 1 KAcc and 6 AWR when they are 27, especially if they played in the SB. Or a HB who runs over 100 gets 2 tds some recs, no fumbles not losing 1 awr or 1 bcv every week during the season, especially after as an owner ive changed the trainer to world class from the prior rubbish one

if regression is based off performance against targets, then make the targets logical for the position and position in the depth chart. ROLB#3 target 10-12 sacks ???? may get one and ends up regressing
 
# 135 brza37 @ 06/13/16 07:39 AM
I'm happy about the in-game ticker. But overall the franchise improvements were a bit underwhelming as "Play the Moments" just isn't that interesting to me.
I was really hoping features like a Waiver Period, a rankable Draft Board and Assistant Coaches might be in. Not to mention important community requests that we already knew wouldn't be in like Global Formation Subs, Progressive Injuries like in Head Coach 09, and a weekly highlight/wrap-up show.

And the adjustable development trait idea sounds like a disaster waiting to happen for online franchises. It will just widen the gap between the best teams and the rest.
I never understood the strong relation between awards and progression in Madden, at least for online franchises anyway. If you win MVP with a player do you really need him to gain even more XP and increase his development trait? If you won MVP with an 80 OVR player then with a 90 OVR it will just be that much easier. Meanwhile worse players will be losing points for not reaching goals and the gap widens. Yeah, its fun in a single player mode but in a competitive online league it just kills any chance at balance and leads to guys dropping out of the league and the leftover teams for new franchise members in horrible shape, which results in a revolving door of owners of teams at the bottom of the league.
 
# 136 Ueauvan @ 06/13/16 08:17 AM
Quote:
Originally Posted by brza37
I'm happy about the in-game ticker. But overall the franchise improvements were a bit underwhelming as "Play the Moments" just isn't that interesting to me.
I was really hoping features like a Waiver Period, a rankable Draft Board and Assistant Coaches might be in. Not to mention important community requests that we already knew wouldn't be in like Global Formation Subs, Progressive Injuries like in Head Coach 09, and a weekly highlight/wrap-up show.

And the adjustable development trait idea sounds like a disaster waiting to happen for online franchises. It will just widen the gap between the best teams and the rest.
I never understood the strong relation between awards and progression in Madden, at least for online franchises anyway. If you win MVP with a player do you really need him to gain even more XP and increase his development trait? If you won MVP with an 80 OVR player then with a 90 OVR it will just be that much easier. Meanwhile worse players will be losing points for not reaching goals and the gap widens. Yeah, its fun in a single player mode but in a competitive online league it just kills any chance at balance and leads to guys dropping out of the league and the leftover teams for new franchise members in horrible shape, which results in a revolving door of owners of teams at the bottom of the league.
i disagree an an offline coach mode cfm player, i can see more of my roster regressing than progressing
 
# 137 jbd345 @ 06/13/16 08:35 AM
Ticker is huge for me. That's awesome that it's in!! Sunday's and Monday's always felt the same. What the ticker will do is establish a passage of time, which has been needed for a long time.
 
# 138 CyberRudy25 @ 06/13/16 08:49 AM
I like the ticker and big decisions. I'd like the cfm website updated with twitch or YouTube or daily motion to view games online aND create and write own game stories. I don't think that asking much or alot to do. If not there's always daddy league.
 
# 139 howboutdat @ 06/13/16 09:12 AM
Quote:
Originally Posted by roadman
They get their many community requests from websites not just OS, but websites similar to OS.

Here is a sample of one of them:

http://www.ranker.com/list/top-reque...xes/shopmaster

I don't see draft board in the top 50.

Plus, Shopmaster said he feels there is more info to drop for CFM.

Yes thank you, im also well aware of other sites just like Shops, which i have used in great detail. Whats funny about that list is, last year Shop said they took 5 out of the top 10 things from his site, and a few others not in top ten, this year only 2 things out of that top ten made it in .... when it was a focus.Thats whats disheartening to me.

And im pretty sure those two blogs where their "main points" of addition hoping to get people excited about what they did to CFM this year.Yet its done the opposite for alot of us, and rightfully so. I said it before, they were hyping it up to high, even Rex did,and now its not living up to it and people are not happy by that.Taking a good look at how much gameplay is supposed to be improved, its rather disappointing.
 
# 140 roadman @ 06/13/16 09:19 AM
Quote:
Originally Posted by howboutdat
Yes thank you, im also well aware of other sites just like Shops, which i have used in great detail. Whats funny about that list is, last year Shop said they took 5 out of the top 10 things from his site, and a few others not in top ten, this year only 2 things out of that top ten made it in .... when it was a focus.Thats whats disheartening to me.

And im pretty sure those two blogs where their "main points" of addition hoping to get people excited about what they did to CFM this year.Yet its done the opposite for alot of us, and rightfully so. I said it before, they were hyping it up to high, even Rex did,and now its not living up to it and people are not happy by that.Taking a good look at how much gameplay is supposed to be improved, its rather disappointing.
Yeah, a few of the others in the top ten we were told would not make it in.

I'm not overly satisfied and I'm not overly disappointed in the updates, either, kind of just meh.

I will be using gameplanning and practice squads for sure. I have a feeling formation subs will come in after launch and many other additions as Rex said in a interview. He said to get on Twitter and tell them what is missing and they will try to get it in before 18.

I still feel that with better gameplay, adequate CFM(better than the last 4 yrs) and better presentation will get me to a good playing NFL video football game.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.